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3 Commits
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6f74af238e
| Author | SHA1 | Date | |
|---|---|---|---|
| 6f74af238e | |||
| a2b223cfde | |||
| 99a7251cd5 |
83
mp/src/game/client/sarena/c_item_rotating.cpp
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83
mp/src/game/client/sarena/c_item_rotating.cpp
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@ -0,0 +1,83 @@
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#include "cbase.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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#define ITEM_ROTATION_RATE ( 360.0f / 4.0f )
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#define PICKUP_MIN_HEIGHT 50
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//-----------------------------------------------------------------------------
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// Rotating health kit. Heals the player when picked up.
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//-----------------------------------------------------------------------------
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class C_RotatingPickup : public C_BaseAnimating
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{
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DECLARE_CLASS(C_RotatingPickup, C_BaseAnimating);
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DECLARE_CLIENTCLASS();
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public:
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C_RotatingPickup() {
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ClientRotAng = QAngle(0, 0, 0);
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ClientPosVector = Vector(0, 0, 0);
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m_bRespawning = m_bRespawning_Cache = false;
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}
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void Spawn() { ClientThink(); }
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bool IsRespawning();
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void ClientThink();
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void PostDataUpdate(DataUpdateType_t updateType);
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bool ShouldDraw();
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bool m_bRespawning;
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bool m_bRespawning_Cache;
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private:
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QAngle ClientRotAng; // m_angRotation is stomped sometimes (CItem returning the ent to spawn position?)
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Vector ClientPosVector;
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};
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LINK_ENTITY_TO_CLASS(item_rotating, C_RotatingPickup);
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IMPLEMENT_CLIENTCLASS_DT(C_RotatingPickup, DT_RotatingPickup, CRotatingPickup)
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RecvPropBool(RECVINFO(m_bRespawning)),
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END_RECV_TABLE()
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inline bool C_RotatingPickup::IsRespawning()
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{
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return m_bRespawning;
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}
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void C_RotatingPickup::ClientThink()
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{
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if (IsAbsQueriesValid())
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{
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if (ClientPosVector.x == 0 && ClientPosVector.y == 0 && ClientPosVector.z == 0) {
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ClientPosVector = GetAbsOrigin();
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}
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// Rotate
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ClientRotAng.x = 0;
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ClientRotAng.y += ITEM_ROTATION_RATE * gpGlobals->frametime;
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if (ClientRotAng.y >= 360)
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ClientRotAng.y -= 360;
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Vector vUp = Vector(0, 0, 1);
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SetAbsOrigin(ClientPosVector + 5*sin(2*gpGlobals->curtime)*vUp);
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SetAbsAngles(ClientRotAng);
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}
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SetNextClientThink(CLIENT_THINK_ALWAYS);
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}
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void C_RotatingPickup::PostDataUpdate(DataUpdateType_t updateType)
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{
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if (m_bRespawning_Cache != m_bRespawning)
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{
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// Appear/disappear
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UpdateVisibility();
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ClientRotAng.y = 0;
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m_bRespawning_Cache = m_bRespawning;
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}
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return BaseClass::PostDataUpdate(updateType);
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}
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bool C_RotatingPickup::ShouldDraw()
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{
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return !IsRespawning() && BaseClass::ShouldDraw();
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}
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170
mp/src/game/client/sarena/hud_armor.cpp
Normal file
170
mp/src/game/client/sarena/hud_armor.cpp
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@ -0,0 +1,170 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// Health.cpp
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//
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// implementation of CHudArmor class
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//
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#include "cbase.h"
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#include "hud.h"
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#include "hud_macros.h"
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#include "view.h"
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#include "iclientmode.h"
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#include <KeyValues.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ILocalize.h>
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using namespace vgui;
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#include "hudelement.h"
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#include "hud_numericdisplay.h"
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#include "convar.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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#define INIT_HEALTH -1
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//-----------------------------------------------------------------------------
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// Purpose: Health panel
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//-----------------------------------------------------------------------------
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class CHudArmor : public CHudElement, public CHudNumericDisplay
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{
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DECLARE_CLASS_SIMPLE(CHudArmor, CHudNumericDisplay);
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public:
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CHudArmor(const char* pElementName);
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virtual void Init(void);
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virtual void VidInit(void);
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virtual void Reset(void);
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virtual void OnThink();
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void MsgFunc_Damage(bf_read& msg);
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private:
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// old variables
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int m_iHealth;
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int m_bitsDamage;
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};
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DECLARE_HUDELEMENT(CHudArmor);
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DECLARE_HUD_MESSAGE(CHudArmor, Damage);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudArmor::CHudArmor(const char* pElementName) : CHudElement(pElementName), CHudNumericDisplay(NULL, "HudHealth")
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{
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SetHiddenBits(HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::Init()
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{
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HOOK_HUD_MESSAGE(CHudArmor, Damage);
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::Reset()
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{
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m_iHealth = INIT_HEALTH;
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m_bitsDamage = 0;
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wchar_t* tempString = g_pVGuiLocalize->Find("#Valve_Hud_ARMOR");
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if (tempString)
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{
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SetLabelText(tempString);
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}
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else
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{
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SetLabelText(L"ARMOR");
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}
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SetDisplayValue(m_iHealth);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::VidInit()
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{
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::OnThink()
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{
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int newHealth = 0;
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C_BasePlayer* local = C_BasePlayer::GetLocalPlayer();
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if (local)
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{
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// Never below zero
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newHealth = MAX(local->GetHealth(), 0);
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}
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// Only update the fade if we've changed health
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if (newHealth == m_iHealth)
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{
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return;
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}
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m_iHealth = newHealth;
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if (m_iHealth >= 20)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedAbove20");
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}
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else if (m_iHealth > 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedBelow20");
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthLow");
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}
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SetDisplayValue(m_iHealth);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::MsgFunc_Damage(bf_read& msg)
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{
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int armor = msg.ReadByte(); // armor
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int damageTaken = msg.ReadByte(); // health
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long bitsDamage = msg.ReadLong(); // damage bits
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bitsDamage; // variable still sent but not used
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Vector vecFrom;
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vecFrom.x = msg.ReadBitCoord();
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vecFrom.y = msg.ReadBitCoord();
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vecFrom.z = msg.ReadBitCoord();
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// Actually took damage?
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if (damageTaken > 0 || armor > 0)
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{
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if (damageTaken > 0)
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{
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// start the animation
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthDamageTaken");
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}
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}
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}
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@ -1406,6 +1406,7 @@ Vector CBaseCombatCharacter::CalcDamageForceVector( const CTakeDamageInfo &info
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// taking damage from self? Take a little random force, but still try to collapse on the spot.
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if ( this == pForce )
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{
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DevMsg("SelfDamage taken");
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forceVector.x = random->RandomFloat( -1.0f, 1.0f );
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forceVector.y = random->RandomFloat( -1.0f, 1.0f );
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forceVector.z = 0.0;
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@ -2178,8 +2179,10 @@ bool CBaseCombatCharacter::Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon )
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if ( m_hMyWeapons[i].Get() && FClassnameIs(m_hMyWeapons[i], pWeapon->GetClassname()) )
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{
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// Just give the ammo from the clip
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int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
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int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
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//int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
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//int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
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int primaryGiven = pWeapon->GetDefaultClip1();
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int secondaryGiven = pWeapon->GetDefaultClip2();
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int takenPrimary = GiveAmmo( primaryGiven, pWeapon->m_iPrimaryAmmoType);
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int takenSecondary = GiveAmmo( secondaryGiven, pWeapon->m_iSecondaryAmmoType);
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@ -2243,7 +2246,7 @@ CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetSlot( int slot ) const
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{
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if ( m_hMyWeapons[i].Get() != NULL )
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{
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// If the slots match, it's already occupied
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// If the slots match, i t's already occupied
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if ( m_hMyWeapons[i]->GetSlot() == targetSlot )
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return m_hMyWeapons[i];
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}
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@ -2490,6 +2493,11 @@ int CBaseCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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m_flDamageAccumulator -= 1.0;
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}
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// Reduce damage in case of selfdamage
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if (info.GetAttacker() == this) {
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flIntegerDamage *= 0.33;
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}
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if ( flIntegerDamage <= 0 )
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return 0;
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@ -87,8 +87,8 @@ ConVar hl2_darkness_flashlight_factor ( "hl2_darkness_flashlight_factor", "1" );
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#ifdef HL2MP
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#define HL2_WALK_SPEED 150
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#define HL2_NORM_SPEED 190
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#define HL2_SPRINT_SPEED 320
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#define HL2_NORM_SPEED 400
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#define HL2_SPRINT_SPEED 400
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#else
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#define HL2_WALK_SPEED hl2_walkspeed.GetFloat()
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#define HL2_NORM_SPEED hl2_normspeed.GetFloat()
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@ -198,12 +198,13 @@ void CHL2MP_Player::GiveDefaultItems( void )
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{
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EquipSuit();
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CBasePlayer::GiveAmmo( 255, "Pistol");
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CBasePlayer::GiveAmmo( 45, "SMG1");
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CBasePlayer::GiveAmmo( 1, "grenade" );
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CBasePlayer::GiveAmmo( 6, "Buckshot");
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CBasePlayer::GiveAmmo( 6, "357" );
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//CBasePlayer::GiveAmmo( 255, "Pistol");
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//CBasePlayer::GiveAmmo( 45, "SMG1");
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//CBasePlayer::GiveAmmo( 45, "Rail");
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//CBasePlayer::GiveAmmo( 1, "grenade" );
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//CBasePlayer::GiveAmmo( 6, "Buckshot");
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//CBasePlayer::GiveAmmo( 6, "357" );
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/*
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if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER )
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{
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GiveNamedItem( "weapon_stunstick" );
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@ -212,11 +213,16 @@ void CHL2MP_Player::GiveDefaultItems( void )
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{
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GiveNamedItem( "weapon_crowbar" );
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}
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GiveNamedItem( "weapon_pistol" );
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GiveNamedItem( "weapon_smg1" );
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GiveNamedItem( "weapon_frag" );
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GiveNamedItem( "weapon_physcannon" );
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*/
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GiveNamedItem("weapon_hatchet");
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//GiveNamedItem("weapon_rocketlauncher");
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//GiveNamedItem("weapon_railgun");
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//GiveNamedItem("weapon_lasergun");
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GiveNamedItem("weapon_shottie");
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//GiveNamedItem( "weapon_pistol" );
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//GiveNamedItem( "weapon_smg1" );
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//GiveNamedItem( "weapon_frag" );
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//GiveNamedItem( "weapon_physcannon" );
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const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );
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@ -1575,7 +1575,8 @@ static float DamageForce( const Vector &size, float damage )
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if ( force > 1000.0)
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{
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force = 1000.0;
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// Disabled arbitrary force limit
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force = force; // force = 1000.0;
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}
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return force;
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@ -1611,10 +1612,13 @@ int CBasePlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
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if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&
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( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) )
|
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{
|
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Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
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//Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
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Vector force = vecDir * -DamageForce(WorldAlignSize(), info.GetBlastForce());
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DevMsg("applying damage force: %.2f", info.GetBlastForce());
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if ( force.z > 250.0f )
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{
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force.z = 250.0f;
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//force.z = 250.0f;
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force.z = force.z; //disabled arbitrary force limit
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}
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ApplyAbsVelocityImpulse( force );
|
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}
|
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@ -5677,9 +5681,15 @@ void CBloodSplat::Think( void )
|
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CBaseEntity *CBasePlayer::GiveNamedItem( const char *pszName, int iSubType )
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{
|
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// If I already own this type don't create one
|
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if ( Weapon_OwnsThisType(pszName, iSubType) )
|
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//if (Weapon_OwnsThisType(pszName, iSubType))
|
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//return NULL;
|
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// If I already own this type don't create one
|
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//CBaseCombatWeapon *pWeap = Weapon_OwnsThisType(pszName, iSubType);
|
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if (Weapon_OwnsThisType(pszName, iSubType)) {
|
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//Weapon_EquipAmmoOnly(pWeap);
|
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//DevMsg("kankerrrrrrrrr");
|
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return NULL;
|
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|
||||
}
|
||||
// Msg( "giving %s\n", pszName );
|
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|
||||
EHANDLE pent;
|
||||
|
||||
265
mp/src/game/server/sarena/item_rotating.cpp
Normal file
265
mp/src/game/server/sarena/item_rotating.cpp
Normal file
@ -0,0 +1,265 @@
|
||||
#include "cbase.h"
|
||||
#include "items.h"
|
||||
#include "ammodef.h"
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
#define PICKUP_DECAL "decals/item_base"
|
||||
#define PICKUP_MODEL "models/items/item_health.mdl"
|
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#define PICKUP_PEDESTALMODEL "models/items/pickup_pedestal.mdl"
|
||||
#define PICKUP_MIN_HEIGHT 50
|
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int PickupDecalIndex; // set by CRotatingPickup::Precache()
|
||||
|
||||
enum EItemType {
|
||||
PICKUP_HEALTH = 0,
|
||||
PICKUP_ARMOR = 1,
|
||||
PICKUP_POWERUP = 2,
|
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PICKUP_WEAPON = 3
|
||||
};
|
||||
|
||||
enum EWeapons {
|
||||
WEAPON_LASERGUN = 0,
|
||||
WEAPON_RAILGUN = 1,
|
||||
WEAPON_ROCKETLAUNCHER = 2,
|
||||
};
|
||||
|
||||
#define SF_SUPPRESS_PICKUP_DECAL 0x00000002
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Rotating health kit. Heals the player when picked up.
|
||||
//-----------------------------------------------------------------------------
|
||||
class CRotatingPickup : public CItem
|
||||
{
|
||||
DECLARE_CLASS(CRotatingPickup, CItem);
|
||||
DECLARE_DATADESC();
|
||||
DECLARE_SERVERCLASS();
|
||||
public:
|
||||
|
||||
CRotatingPickup();
|
||||
|
||||
void Spawn();
|
||||
void Activate();
|
||||
void Precache();
|
||||
bool MyTouch(CBasePlayer* pPlayer);
|
||||
bool handleWeaponPickup(const char* strWeaponName, CBasePlayer* pPlayer);
|
||||
|
||||
CBaseEntity* Respawn();
|
||||
void Materialize();
|
||||
|
||||
int m_iHealthToGive;
|
||||
float m_fRespawnTime;
|
||||
int m_iItemType;
|
||||
int m_iWeaponType;
|
||||
CBaseAnimating* pedestalModel;
|
||||
|
||||
CNetworkVar(bool, m_bRespawning);
|
||||
|
||||
private:
|
||||
Vector MdlTop;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_rotating, CRotatingPickup);
|
||||
|
||||
PRECACHE_REGISTER(item_rotating);
|
||||
|
||||
BEGIN_DATADESC(CRotatingPickup)
|
||||
DEFINE_KEYFIELD(m_iHealthToGive, FIELD_INTEGER, "givehealth"),
|
||||
DEFINE_KEYFIELD(m_fRespawnTime, FIELD_FLOAT, "respawntime"),
|
||||
DEFINE_KEYFIELD(m_iItemType, FIELD_INTEGER, "itemtype"),
|
||||
DEFINE_KEYFIELD(m_iWeaponType, FIELD_INTEGER, "weapontype"),
|
||||
END_DATADESC()
|
||||
|
||||
IMPLEMENT_SERVERCLASS_ST(CRotatingPickup, DT_RotatingPickup)
|
||||
SendPropBool(SENDINFO(m_bRespawning)),
|
||||
SendPropExclude("DT_BaseEntity", "m_angRotation"),
|
||||
END_SEND_TABLE()
|
||||
|
||||
CRotatingPickup::CRotatingPickup()
|
||||
{
|
||||
pedestalModel = (CBaseAnimating*)CreateEntityByName("prop_dynamic_override");
|
||||
|
||||
if (m_iHealthToGive <= 0)
|
||||
m_iHealthToGive = 25;
|
||||
|
||||
if (m_fRespawnTime <= 0)
|
||||
m_fRespawnTime = 20;
|
||||
}
|
||||
|
||||
|
||||
void CRotatingPickup::Spawn()
|
||||
{
|
||||
// CItem is designed for Vphys objects, so we need to undo a couple of things its spawn() does
|
||||
Vector OriginalLocation = GetAbsOrigin();
|
||||
BaseClass::Spawn();
|
||||
|
||||
VPhysicsDestroyObject();
|
||||
SetAbsOrigin(OriginalLocation);
|
||||
//pedestalModel->KeyValue("model", PICKUP_PEDESTALMODEL);
|
||||
pedestalModel->SetModel(PICKUP_PEDESTALMODEL);
|
||||
//pedestalModel->Create();
|
||||
DispatchSpawn(pedestalModel);
|
||||
pedestalModel->SetAbsOrigin(OriginalLocation);
|
||||
|
||||
UseClientSideAnimation();
|
||||
switch (m_iItemType) {
|
||||
case PICKUP_HEALTH:
|
||||
SetModel(PICKUP_MODEL);
|
||||
break;
|
||||
case PICKUP_ARMOR:
|
||||
SetModel(PICKUP_MODEL);
|
||||
break;
|
||||
case PICKUP_POWERUP:
|
||||
SetModel(PICKUP_MODEL);
|
||||
break;
|
||||
case PICKUP_WEAPON:
|
||||
switch (m_iWeaponType) {
|
||||
case WEAPON_LASERGUN:
|
||||
SetModel("models/weapons/w_lasergun.mdl");
|
||||
break;
|
||||
case WEAPON_RAILGUN:
|
||||
SetModel("models/weapons/w_railgun.mdl");
|
||||
break;
|
||||
case WEAPON_ROCKETLAUNCHER:
|
||||
SetModel("models/weapons/w_rocketlauncher.mdl");
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
SetMoveType(MOVETYPE_NONE);
|
||||
|
||||
// Grab the highest point on the model before we change the bounding box
|
||||
MdlTop = GetAbsOrigin();
|
||||
MdlTop.z += GetModelPtr()->hull_max().z;
|
||||
|
||||
SetSolid(SOLID_NONE);
|
||||
CollisionProp()->UseTriggerBounds(true, 6); // Reign in the volume added to the trigger collision box
|
||||
Vector OBBSize = Vector(CollisionProp()->OBBSize().Length() / 2); // need to use length as the model will be rotated at 45 degrees on clients
|
||||
SetSize(-OBBSize, OBBSize); // Resize the bounding box
|
||||
|
||||
AddEffects(EF_NOSHADOW);
|
||||
}
|
||||
|
||||
void CRotatingPickup::Activate()
|
||||
{
|
||||
BaseClass::Activate();
|
||||
|
||||
// Ensure minimum distance above a standable surfare
|
||||
trace_t tr;
|
||||
UTIL_TraceLine(MdlTop, MdlTop + Vector(0, 0, -PICKUP_MIN_HEIGHT), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &tr); // measuring from MdlTop
|
||||
if (tr.DidHit())
|
||||
{
|
||||
if (!HasSpawnFlags(SF_SUPPRESS_PICKUP_DECAL))
|
||||
engine->StaticDecal(tr.endpos, PickupDecalIndex, 0, 0, false); // mark the location of the pickup
|
||||
SetAbsOrigin(GetAbsOrigin() + (Vector(0, 0, PICKUP_MIN_HEIGHT * (1 - tr.fraction))));
|
||||
}
|
||||
}
|
||||
|
||||
void CRotatingPickup::Precache()
|
||||
{
|
||||
PrecacheModel(PICKUP_MODEL);
|
||||
PrecacheModel(PICKUP_PEDESTALMODEL);
|
||||
PrecacheScriptSound("HealthKit.Touch");
|
||||
PrecacheScriptSound("AlyxEmp.Charge");
|
||||
PickupDecalIndex = UTIL_PrecacheDecal(PICKUP_DECAL, true);
|
||||
}
|
||||
|
||||
bool CRotatingPickup::handleWeaponPickup(const char* strWeaponName, CBasePlayer* pPlayer) {
|
||||
CBaseCombatWeapon* pWeapon = pPlayer->Weapon_OwnsThisType(strWeaponName);
|
||||
if (!pWeapon) {
|
||||
pPlayer->GiveNamedItem(strWeaponName);
|
||||
}
|
||||
else {
|
||||
Ammo_t* pAmmoType = GetAmmoDef()->GetAmmoOfIndex(pWeapon->GetPrimaryAmmoType());
|
||||
int iMaxAmmo = pAmmoType->pMaxCarry;
|
||||
//pPlayer->Weapon_EquipAmmoOnly(pPlayer->Weapon_OwnsThisType(strWeaponName));
|
||||
const FileWeaponInfo_t& weaponInfo = pWeapon->GetWpnData();
|
||||
int iAmmoToGive = weaponInfo.m_iOwnedPickupAmmo;
|
||||
|
||||
if (pPlayer->GetAmmoCount(pAmmoType->pName) + iAmmoToGive < pWeapon->GetDefaultClip1()) {
|
||||
iAmmoToGive = pWeapon->GetDefaultClip1() - pPlayer->GetAmmoCount(pAmmoType->pName);
|
||||
pPlayer->GiveAmmo(iAmmoToGive, pAmmoType->pName);
|
||||
}
|
||||
else if (pPlayer->GetAmmoCount(pAmmoType->pName) < iMaxAmmo) {
|
||||
pPlayer->GiveAmmo(iAmmoToGive, pAmmoType->pName);
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Called from CItem::ItemTouch()
|
||||
bool CRotatingPickup::MyTouch(CBasePlayer* pPlayer)
|
||||
{
|
||||
if (pPlayer)
|
||||
{
|
||||
switch (m_iItemType) {
|
||||
case PICKUP_HEALTH:
|
||||
if (pPlayer->GetHealth() < pPlayer->GetMaxHealth())
|
||||
pPlayer->TakeHealth(m_iHealthToGive, DMG_GENERIC);
|
||||
else
|
||||
return false;
|
||||
break;
|
||||
case PICKUP_ARMOR:
|
||||
|
||||
break;
|
||||
case PICKUP_POWERUP:
|
||||
|
||||
break;
|
||||
case PICKUP_WEAPON:
|
||||
switch (m_iWeaponType) {
|
||||
case WEAPON_LASERGUN:
|
||||
if (!handleWeaponPickup("weapon_lasergun", pPlayer))
|
||||
return false;
|
||||
break;
|
||||
case WEAPON_RAILGUN:
|
||||
if (!handleWeaponPickup("weapon_railgun", pPlayer))
|
||||
return false;
|
||||
break;
|
||||
case WEAPON_ROCKETLAUNCHER:
|
||||
if (!handleWeaponPickup("weapon_rocketlauncher", pPlayer))
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
CSingleUserRecipientFilter PlayerFilter(pPlayer);
|
||||
PlayerFilter.MakeReliable();
|
||||
|
||||
UserMessageBegin(PlayerFilter, "ItemPickup");
|
||||
WRITE_STRING(GetClassname());
|
||||
MessageEnd();
|
||||
EmitSound(PlayerFilter, pPlayer->entindex(), "HealthKit.Touch"); // this should be done by the HUD really
|
||||
|
||||
Respawn();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Disappear
|
||||
CBaseEntity* CRotatingPickup::Respawn()
|
||||
{
|
||||
SetTouch(NULL);
|
||||
m_bRespawning = true;
|
||||
|
||||
SetThink(&CRotatingPickup::Materialize);
|
||||
SetNextThink(gpGlobals->curtime + m_fRespawnTime);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
// Reappear
|
||||
void CRotatingPickup::Materialize()
|
||||
{
|
||||
EmitSound("AlyxEmp.Charge");
|
||||
m_bRespawning = false;
|
||||
SetTouch(&CItem::ItemTouch);
|
||||
}
|
||||
259
mp/src/game/server/sarena/projectile_rocket.cpp
Normal file
259
mp/src/game/server/sarena/projectile_rocket.cpp
Normal file
@ -0,0 +1,259 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "projectile_rocket.h"
|
||||
#include "soundent.h"
|
||||
#include "decals.h"
|
||||
#include "shake.h"
|
||||
#include "smoke_trail.h"
|
||||
#include "ar2_explosion.h"
|
||||
#include "vstdlib/random.h"
|
||||
#include "engine/IEngineSound.h"
|
||||
#include "world.h"
|
||||
|
||||
#ifdef PORTAL
|
||||
#include "portal_util_shared.h"
|
||||
#endif
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
#define PROJECTILE_ROCKET_MAX_DANGER_RADIUS 300
|
||||
|
||||
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
|
||||
|
||||
// Moved to HL2_SharedGameRules because these are referenced by shared AmmoDef functions
|
||||
ConVar sk_plr_dmg_projectile_rocket ("sk_plr_dmg_projectile_rocket", "0");
|
||||
ConVar sk_npc_dmg_projectile_rocket ("sk_npc_dmg_projectile_rocket", "0");
|
||||
ConVar sk_max_projectile_rocket ("sk_max_projectile_rocket", "0");
|
||||
|
||||
ConVar sk_projectile_rocket_radius ( "sk_smg1_grenade_radius","0");
|
||||
|
||||
|
||||
// Custom Source Arena cvars
|
||||
ConVar sk_rocket_blast_force("sk_rocket_blast_force", "100"); // Rocket blast force
|
||||
|
||||
|
||||
|
||||
ConVar g_CV_rocketSmokeTrail("smoke_trail", "1", 0); // temporary dust explosion switch
|
||||
|
||||
BEGIN_DATADESC( CProjectileRocket )
|
||||
|
||||
DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE ),
|
||||
DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ),
|
||||
DEFINE_FIELD( m_fDangerRadius, FIELD_FLOAT ),
|
||||
|
||||
// Function pointers
|
||||
DEFINE_ENTITYFUNC( ProjectileRocketTouch ),
|
||||
DEFINE_THINKFUNC( ProjectileRocketThink ),
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( projectile_rocket, CProjectileRocket );
|
||||
|
||||
void CProjectileRocket::Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SetSolid( SOLID_BBOX );
|
||||
SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_BOUNCE );
|
||||
|
||||
// Hits everything but debris
|
||||
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
|
||||
|
||||
SetModel( "models/Weapons/ar2_grenade.mdl");
|
||||
UTIL_SetSize(this, Vector(-3, -3, -3), Vector(3, 3, 3));
|
||||
// UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
|
||||
|
||||
SetUse( &CProjectileRocket::DetonateUse );
|
||||
SetTouch( &CProjectileRocket::ProjectileRocketTouch );
|
||||
SetThink( &CProjectileRocket::ProjectileRocketThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
|
||||
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
|
||||
{
|
||||
m_flDamage = sk_plr_dmg_projectile_rocket.GetFloat();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flDamage = sk_npc_dmg_projectile_rocket.GetFloat();
|
||||
}
|
||||
|
||||
m_DmgRadius = sk_projectile_rocket_radius.GetFloat();
|
||||
m_takedamage = DAMAGE_YES;
|
||||
m_bIsLive = true;
|
||||
m_iHealth = 1;
|
||||
|
||||
SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
|
||||
SetFriction( 0.8 );
|
||||
SetSequence( 0 );
|
||||
|
||||
m_fDangerRadius = 100;
|
||||
|
||||
m_fSpawnTime = gpGlobals->curtime;
|
||||
|
||||
// -------------
|
||||
// Smoke trail.
|
||||
// -------------
|
||||
if( g_CV_rocketSmokeTrail.GetInt() && !IsXbox() )
|
||||
{
|
||||
m_hSmokeTrail = SmokeTrail::CreateSmokeTrail();
|
||||
|
||||
if( m_hSmokeTrail )
|
||||
{
|
||||
m_hSmokeTrail->m_SpawnRate = 48;
|
||||
m_hSmokeTrail->m_ParticleLifetime = 1;
|
||||
m_hSmokeTrail->m_StartColor.Init(0.1f, 0.1f, 0.1f);
|
||||
m_hSmokeTrail->m_EndColor.Init(0,0,0);
|
||||
m_hSmokeTrail->m_StartSize = 12;
|
||||
m_hSmokeTrail->m_EndSize = m_hSmokeTrail->m_StartSize * 4;
|
||||
m_hSmokeTrail->m_SpawnRadius = 4;
|
||||
m_hSmokeTrail->m_MinSpeed = 4;
|
||||
m_hSmokeTrail->m_MaxSpeed = 24;
|
||||
m_hSmokeTrail->m_Opacity = 0.2f;
|
||||
|
||||
m_hSmokeTrail->SetLifetime(10.0f);
|
||||
m_hSmokeTrail->FollowEntity(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: The grenade has a slight delay before it goes live. That way the
|
||||
// person firing it can bounce it off a nearby wall. However if it
|
||||
// hits another character it blows up immediately
|
||||
// Input :
|
||||
// Output :
|
||||
//-----------------------------------------------------------------------------
|
||||
void CProjectileRocket::ProjectileRocketThink( void )
|
||||
{
|
||||
SetNextThink( gpGlobals->curtime + 0.05f );
|
||||
|
||||
if (!m_bIsLive)
|
||||
{
|
||||
// Go live after a short delay
|
||||
if (m_fSpawnTime + MAX_ROCKET_NO_COLLIDE_TIME < gpGlobals->curtime)
|
||||
{
|
||||
m_bIsLive = true;
|
||||
}
|
||||
}
|
||||
|
||||
// If I just went solid and my velocity is zero, it means I'm resting on
|
||||
// the floor already when I went solid so blow up
|
||||
if (m_bIsLive)
|
||||
{
|
||||
if (GetAbsVelocity().Length() == 0.0 ||
|
||||
GetGroundEntity() != NULL )
|
||||
{
|
||||
Detonate();
|
||||
}
|
||||
}
|
||||
|
||||
// The old way of making danger sounds would scare the crap out of EVERYONE between you and where the grenade
|
||||
// was going to hit. The radius of the danger sound now 'blossoms' over the grenade's lifetime, making it seem
|
||||
// dangerous to a larger area downrange than it does from where it was fired.
|
||||
if( m_fDangerRadius <= PROJECTILE_ROCKET_MAX_DANGER_RADIUS )
|
||||
{
|
||||
m_fDangerRadius += ( PROJECTILE_ROCKET_MAX_DANGER_RADIUS * 0.05 );
|
||||
}
|
||||
|
||||
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, m_fDangerRadius, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
|
||||
}
|
||||
|
||||
void CProjectileRocket::Event_Killed( const CTakeDamageInfo &info )
|
||||
{
|
||||
Detonate( );
|
||||
}
|
||||
|
||||
void CProjectileRocket::ProjectileRocketTouch( CBaseEntity *pOther )
|
||||
{
|
||||
Assert( pOther );
|
||||
if ( !pOther->IsSolid() )
|
||||
return;
|
||||
|
||||
// If I'm live go ahead and blow up
|
||||
if (m_bIsLive)
|
||||
{
|
||||
Detonate();
|
||||
}
|
||||
else
|
||||
{
|
||||
// If I'm not live, only blow up if I'm hitting an chacter that
|
||||
// is not the owner of the weapon
|
||||
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pOther );
|
||||
if (pBCC && GetThrower() != pBCC)
|
||||
{
|
||||
m_bIsLive = true;
|
||||
Detonate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CProjectileRocket::Detonate(void)
|
||||
{
|
||||
if (!m_bIsLive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_bIsLive = false;
|
||||
m_takedamage = DAMAGE_NO;
|
||||
|
||||
if(m_hSmokeTrail)
|
||||
{
|
||||
UTIL_Remove(m_hSmokeTrail);
|
||||
m_hSmokeTrail = NULL;
|
||||
}
|
||||
|
||||
CPASFilter filter( GetAbsOrigin() );
|
||||
|
||||
te->Explosion( filter, 0.0,
|
||||
&GetAbsOrigin(),
|
||||
g_sModelIndexFireball,
|
||||
2.0,
|
||||
15,
|
||||
TE_EXPLFLAG_NONE,
|
||||
m_DmgRadius,
|
||||
m_flDamage );
|
||||
|
||||
Vector vecForward = GetAbsVelocity();
|
||||
VectorNormalize(vecForward);
|
||||
trace_t tr;
|
||||
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
|
||||
this, COLLISION_GROUP_NONE, &tr);
|
||||
|
||||
|
||||
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
|
||||
{
|
||||
// non-world needs smaller decals
|
||||
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
|
||||
{
|
||||
UTIL_DecalTrace( &tr, "SmallScorch" );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_DecalTrace( &tr, "Scorch" );
|
||||
}
|
||||
|
||||
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
|
||||
CTakeDamageInfo damageInfo = CTakeDamageInfo(this, GetThrower(), m_flDamage, DMG_BLAST);
|
||||
damageInfo.SetBlastForce(sk_rocket_blast_force.GetFloat());
|
||||
RadiusDamage ( damageInfo, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
||||
void CProjectileRocket::Precache( void )
|
||||
{
|
||||
PrecacheModel("models/Weapons/ar2_grenade.mdl");
|
||||
}
|
||||
|
||||
|
||||
CProjectileRocket::CProjectileRocket(void)
|
||||
{
|
||||
m_hSmokeTrail = NULL;
|
||||
}
|
||||
46
mp/src/game/server/sarena/projectile_rocket.h
Normal file
46
mp/src/game/server/sarena/projectile_rocket.h
Normal file
@ -0,0 +1,46 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Projectile shot from the AR2
|
||||
//
|
||||
// $Workfile: $
|
||||
// $Date: $
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
// $Log: $
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef PROJECTILEROCKET_H
|
||||
#define PROJECTILEROCKET_H
|
||||
|
||||
#include "basegrenade_shared.h"
|
||||
|
||||
#define MAX_ROCKET_NO_COLLIDE_TIME 0.2
|
||||
|
||||
class SmokeTrail;
|
||||
|
||||
class CProjectileRocket : public CBaseGrenade
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( CProjectileRocket, CBaseGrenade );
|
||||
|
||||
CHandle< SmokeTrail > m_hSmokeTrail;
|
||||
float m_fSpawnTime;
|
||||
float m_fDangerRadius;
|
||||
|
||||
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void ProjectileRocketTouch( CBaseEntity *pOther );
|
||||
void ProjectileRocketThink( void );
|
||||
void Event_Killed( const CTakeDamageInfo &info );
|
||||
|
||||
public:
|
||||
void EXPORT Detonate(void);
|
||||
CProjectileRocket(void);
|
||||
|
||||
DECLARE_DATADESC();
|
||||
};
|
||||
|
||||
#endif //GRENADEAR2_H
|
||||
201
mp/src/game/server/sarena/sarena_client.cpp
Normal file
201
mp/src/game/server/sarena/sarena_client.cpp
Normal file
@ -0,0 +1,201 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//
|
||||
//=============================================================================//
|
||||
/*
|
||||
|
||||
===== tf_client.cpp ========================================================
|
||||
|
||||
HL2 client/server game specific stuff
|
||||
|
||||
*/
|
||||
|
||||
#include "cbase.h"
|
||||
#include "hl2mp_player.h"
|
||||
#include "hl2mp_gamerules.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
#include "entitylist.h"
|
||||
#include "physics.h"
|
||||
#include "game.h"
|
||||
#include "player_resource.h"
|
||||
#include "engine/IEngineSound.h"
|
||||
#include "team.h"
|
||||
#include "viewport_panel_names.h"
|
||||
|
||||
#include "tier0/vprof.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
void Host_Say( edict_t *pEdict, bool teamonly );
|
||||
|
||||
ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
|
||||
|
||||
extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
|
||||
extern bool g_fGameOver;
|
||||
|
||||
void FinishClientPutInServer( CHL2MP_Player *pPlayer )
|
||||
{
|
||||
pPlayer->InitialSpawn();
|
||||
pPlayer->Spawn();
|
||||
|
||||
|
||||
char sName[128];
|
||||
Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) );
|
||||
|
||||
// First parse the name and remove any %'s
|
||||
for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
|
||||
{
|
||||
// Replace it with a space
|
||||
if ( *pApersand == '%' )
|
||||
*pApersand = ' ';
|
||||
}
|
||||
|
||||
// notify other clients of player joining the game
|
||||
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" );
|
||||
|
||||
if ( HL2MPRules()->IsTeamplay() == true )
|
||||
{
|
||||
ClientPrint( pPlayer, HUD_PRINTTALK, "You are on team %s1\n", pPlayer->GetTeam()->GetName() );
|
||||
}
|
||||
|
||||
const ConVar *hostname = cvar->FindVar( "hostname" );
|
||||
const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
|
||||
|
||||
KeyValues *data = new KeyValues("data");
|
||||
data->SetString( "title", title ); // info panel title
|
||||
data->SetString( "type", "1" ); // show userdata from stringtable entry
|
||||
data->SetString( "msg", "motd" ); // use this stringtable entry
|
||||
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
|
||||
|
||||
pPlayer->ShowViewPortPanel( PANEL_INFO, true, data );
|
||||
|
||||
data->deleteThis();
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
ClientPutInServer
|
||||
|
||||
called each time a player is spawned into the game
|
||||
============
|
||||
*/
|
||||
void ClientPutInServer( edict_t *pEdict, const char *playername )
|
||||
{
|
||||
// Allocate a CBaseTFPlayer for pev, and call spawn
|
||||
CHL2MP_Player *pPlayer = CHL2MP_Player::CreatePlayer( "player", pEdict );
|
||||
pPlayer->SetPlayerName( playername );
|
||||
}
|
||||
|
||||
|
||||
void ClientActive( edict_t *pEdict, bool bLoadGame )
|
||||
{
|
||||
// Can't load games in CS!
|
||||
Assert( !bLoadGame );
|
||||
|
||||
CHL2MP_Player *pPlayer = ToHL2MPPlayer( CBaseEntity::Instance( pEdict ) );
|
||||
FinishClientPutInServer( pPlayer );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
const char *GetGameDescription()
|
||||
|
||||
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
|
||||
===============
|
||||
*/
|
||||
const char *GetGameDescription()
|
||||
{
|
||||
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
|
||||
return g_pGameRules->GetGameDescription();
|
||||
else
|
||||
return "Half-Life 2 Deathmatch";
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Given a player and optional name returns the entity of that
|
||||
// classname that the player is nearest facing
|
||||
//
|
||||
// Input :
|
||||
// Output :
|
||||
//-----------------------------------------------------------------------------
|
||||
CBaseEntity* FindEntity( edict_t *pEdict, char *classname)
|
||||
{
|
||||
// If no name was given set bits based on the picked
|
||||
if (FStrEq(classname,""))
|
||||
{
|
||||
return (FindPickerEntityClass( static_cast<CBasePlayer*>(GetContainingEntity(pEdict)), classname ));
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Precache game-specific models & sounds
|
||||
//-----------------------------------------------------------------------------
|
||||
void ClientGamePrecache( void )
|
||||
{
|
||||
CBaseEntity::PrecacheModel("models/player.mdl");
|
||||
CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
|
||||
CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl");
|
||||
|
||||
CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" );
|
||||
CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" );
|
||||
|
||||
CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" );
|
||||
CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" );
|
||||
CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" );
|
||||
CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" );
|
||||
CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" );
|
||||
|
||||
CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" );
|
||||
CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" );
|
||||
}
|
||||
|
||||
|
||||
// called by ClientKill and DeadThink
|
||||
void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
|
||||
{
|
||||
CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict );
|
||||
|
||||
if ( pPlayer )
|
||||
{
|
||||
if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME )
|
||||
{
|
||||
// respawn player
|
||||
pPlayer->Spawn();
|
||||
}
|
||||
else
|
||||
{
|
||||
pPlayer->SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameStartFrame( void )
|
||||
{
|
||||
VPROF("GameStartFrame()");
|
||||
if ( g_fGameOver )
|
||||
return;
|
||||
|
||||
gpGlobals->teamplay = (teamplay.GetInt() != 0);
|
||||
|
||||
#ifdef DEBUG
|
||||
extern void Bot_RunAll();
|
||||
Bot_RunAll();
|
||||
#endif
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// instantiate the proper game rules object
|
||||
//=========================================================
|
||||
void InstallGameRules()
|
||||
{
|
||||
// vanilla deathmatch
|
||||
CreateGameRulesObject( "CHL2MPRules" );
|
||||
}
|
||||
|
||||
@ -2414,6 +2414,18 @@ void CTriggerTeleport::Touch( CBaseEntity *pOther )
|
||||
{
|
||||
// make origin adjustments in case the teleportee is a player. (origin in center, not at feet)
|
||||
tmp.z -= pOther->WorldAlignMins().z;
|
||||
|
||||
// force velocity to target direction
|
||||
Vector vecVelIn = pOther->GetAbsVelocity();
|
||||
QAngle vecVelInDir = QAngle(0, 0, 0);
|
||||
VectorAngles(vecVelIn, vecVelInDir);
|
||||
QAngle vecDirOut = pentTarget->GetAbsAngles();
|
||||
//vecVelInDir.z = 0;
|
||||
//vecVelInDir.x, vecVelInDir.y = 0;
|
||||
//vecDirOut.x, vecDirOut.y = 0;
|
||||
Vector vecVelOut = Vector(0, 0, 0);
|
||||
VectorRotate(vecVelIn, vecDirOut-vecVelInDir, vecVelOut);
|
||||
pOther->SetAbsVelocity(vecVelOut);
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
@ -1735,8 +1735,10 @@ void CGameMovement::AirAccelerate( Vector& wishdir, float wishspeed, float accel
|
||||
return;
|
||||
|
||||
// Cap speed
|
||||
if ( wishspd > GetAirSpeedCap() )
|
||||
wishspd = GetAirSpeedCap();
|
||||
//if ( wishspd > GetAirSpeedCap() )
|
||||
//wishspd = GetAirSpeedCap();
|
||||
if (wishspd > 30.0f)
|
||||
wishspd = 30.0f;
|
||||
|
||||
// Determine veer amount
|
||||
currentspeed = mv->m_vecVelocity.Dot(wishdir);
|
||||
@ -2519,8 +2521,8 @@ bool CGameMovement::CheckJumpButton( void )
|
||||
|
||||
// Add a little forward velocity based on your current forward velocity - if you are not sprinting.
|
||||
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
|
||||
//if ( gpGlobals->maxClients == 1 )
|
||||
//{
|
||||
if ( gpGlobals->maxClients == 1 )
|
||||
{
|
||||
CHLMoveData *pMoveData = ( CHLMoveData* )mv;
|
||||
Vector vecForward;
|
||||
AngleVectors( mv->m_vecViewAngles, &vecForward );
|
||||
@ -2537,7 +2539,7 @@ bool CGameMovement::CheckJumpButton( void )
|
||||
// If we're over the maximum, we want to only boost as much as will get us to the goal speed
|
||||
if ( flNewSpeed > flMaxSpeed )
|
||||
{
|
||||
//flSpeedAddition -= flNewSpeed - flMaxSpeed;
|
||||
flSpeedAddition -= flNewSpeed - flMaxSpeed;
|
||||
}
|
||||
|
||||
if ( mv->m_flForwardMove < 0.0f )
|
||||
@ -2545,7 +2547,7 @@ bool CGameMovement::CheckJumpButton( void )
|
||||
|
||||
// Add it on
|
||||
VectorAdd( (vecForward*flSpeedAddition), mv->m_vecVelocity, mv->m_vecVelocity );
|
||||
//}
|
||||
}
|
||||
#endif
|
||||
|
||||
FinishGravity();
|
||||
@ -2578,7 +2580,7 @@ bool CGameMovement::CheckJumpButton( void )
|
||||
#endif
|
||||
|
||||
//Commented out because idk why
|
||||
else if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) {
|
||||
if (pPogoStick->GetInt() == 0 && pQueueJump->GetInt() == 1 && player->GetGroundEntity() != NULL) {
|
||||
// Flag that we jumped.
|
||||
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
|
||||
}
|
||||
@ -3864,7 +3866,8 @@ void CGameMovement::CategorizePosition( void )
|
||||
// Shooting up really fast. Definitely not on ground.
|
||||
// On ladder moving up, so not on ground either
|
||||
// NOTE: 145 is a jump.
|
||||
#define NON_JUMP_VELOCITY 140.0f
|
||||
//#define NON_JUMP_VELOCITY 140.0f
|
||||
#define NON_JUMP_VELOCITY 190.0f
|
||||
|
||||
float zvel = mv->m_vecVelocity[2];
|
||||
bool bMovingUp = zvel > 0.0f;
|
||||
|
||||
@ -513,7 +513,7 @@ void CGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc
|
||||
else
|
||||
{
|
||||
// Assume the force passed in is the maximum force. Decay it based on falloff.
|
||||
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
|
||||
float flForce = adjustedInfo.GetDamageForce().Length() * 200 * falloff;
|
||||
adjustedInfo.SetDamageForce( dir * flForce );
|
||||
adjustedInfo.SetDamagePosition( vecSrc );
|
||||
}
|
||||
|
||||
@ -929,6 +929,10 @@ CAmmoDef *GetAmmoDef()
|
||||
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, BULLET_IMPULSE(200, 1225), 0 );
|
||||
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, BULLET_IMPULSE(200, 1225), 0 );
|
||||
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, BULLET_IMPULSE(800, 5000), 0 );
|
||||
def.AddAmmoType("Rail", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 15, BULLET_IMPULSE(800, 5000), 0);
|
||||
def.AddAmmoType("Laser", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 200, BULLET_IMPULSE(200, 1225), 0);
|
||||
def.AddAmmoType("Rocket", DMG_BURN, TRACER_LINE_AND_WHIZ, 0, 0, 30, 0, 0);
|
||||
def.AddAmmoType("Shottie", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0);
|
||||
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, BULLET_IMPULSE(800, 8000), 0 );
|
||||
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0 );
|
||||
def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 );
|
||||
|
||||
@ -19,6 +19,7 @@ FileWeaponInfo_t* CreateWeaponInfo()
|
||||
CHL2MPSWeaponInfo::CHL2MPSWeaponInfo()
|
||||
{
|
||||
m_iPlayerDamage = 0;
|
||||
m_iOwnedPickupAmmo = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@ -40,7 +40,7 @@ class CMoveData
|
||||
public:
|
||||
bool m_bFirstRunOfFunctions : 1;
|
||||
bool m_bGameCodeMovedPlayer : 1;
|
||||
bool m_bRejumpAllowed = 1; //keeping track of allowed jump status SA
|
||||
bool m_bRejumpAllowed : 1; //keeping track of allowed jump status SA
|
||||
|
||||
EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
|
||||
|
||||
|
||||
@ -49,7 +49,7 @@ ConVar sv_specspeed ( "sv_specspeed", "3", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_
|
||||
ConVar sv_specnoclip ( "sv_specnoclip", "1", FCVAR_ARCHIVE | FCVAR_NOTIFY | FCVAR_REPLICATED);
|
||||
|
||||
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL )
|
||||
ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED);
|
||||
ConVar sv_maxspeed ( "sv_maxspeed", "400", FCVAR_NOTIFY | FCVAR_REPLICATED);
|
||||
#else
|
||||
ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY);
|
||||
#endif // CSTRIKE_DLL
|
||||
|
||||
228
mp/src/game/shared/sarena/weapon_hatchet.cpp
Normal file
228
mp/src/game/shared/sarena/weapon_hatchet.cpp
Normal file
@ -0,0 +1,228 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Hatchet - an old favorite
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "sarena/weapon_hatchet.h"
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
#include "gamerules.h"
|
||||
#include "ammodef.h"
|
||||
#include "mathlib/mathlib.h"
|
||||
#include "in_buttons.h"
|
||||
#include "vstdlib/random.h"
|
||||
#include "npcevent.h"
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
#include "c_hl2mp_player.h"
|
||||
#else
|
||||
#include "hl2mp_player.h"
|
||||
#include "ai_basenpc.h"
|
||||
#endif
|
||||
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
#define hatchet_RANGE 75.0f
|
||||
#define hatchet_REFIRE 0.4f
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponHatchet
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHatchet, DT_WeaponHatchet )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponHatchet, DT_WeaponHatchet )
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeaponHatchet )
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_hatchet, CWeaponHatchet );
|
||||
PRECACHE_WEAPON_REGISTER( weapon_hatchet );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
|
||||
acttable_t CWeaponHatchet::m_acttable[] =
|
||||
{
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
|
||||
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
|
||||
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
|
||||
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
|
||||
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
|
||||
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
|
||||
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
|
||||
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponHatchet);
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponHatchet::CWeaponHatchet( void )
|
||||
{
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Get the damage amount for the animation we're doing
|
||||
// Input : hitActivity - currently played activity
|
||||
// Output : Damage amount
|
||||
//-----------------------------------------------------------------------------
|
||||
float CWeaponHatchet::GetDamageForActivity( Activity hitActivity )
|
||||
{
|
||||
return 25.0f;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Add in a view kick for this weapon
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHatchet::AddViewKick( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||||
|
||||
if ( pPlayer == NULL )
|
||||
return;
|
||||
|
||||
QAngle punchAng;
|
||||
|
||||
punchAng.x = SharedRandomFloat( "hatchetpax", 1.0f, 2.0f );
|
||||
punchAng.y = SharedRandomFloat( "hatchetpay", -2.0f, -1.0f );
|
||||
punchAng.z = 0.0f;
|
||||
|
||||
pPlayer->ViewPunch( punchAng );
|
||||
}
|
||||
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
//-----------------------------------------------------------------------------
|
||||
// Animation event handlers
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHatchet::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 );
|
||||
|
||||
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), GetDamageForActivity( GetActivity() ), 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 CWeaponHatchet::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;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Attempt to lead the target (needed because citizens can't hit manhacks with the hatchet!)
|
||||
//-----------------------------------------------------------------------------
|
||||
ConVar sk_hatchet_lead_time( "sk_hatchet_lead_time", "0.9" );
|
||||
|
||||
int CWeaponHatchet::WeaponMeleeAttack1Condition( float flDot, float flDist )
|
||||
{
|
||||
// Attempt to lead the target (needed because citizens can't hit manhacks with the hatchet!)
|
||||
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_hatchet_lead_time.GetFloat();
|
||||
dt += SharedRandomFloat( "hatchetmelee1", -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;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHatchet::Drop( const Vector &vecVelocity )
|
||||
{
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_Remove( this );
|
||||
#endif
|
||||
}
|
||||
|
||||
float CWeaponHatchet::GetRange( void )
|
||||
{
|
||||
return hatchet_RANGE;
|
||||
}
|
||||
|
||||
float CWeaponHatchet::GetFireRate( void )
|
||||
{
|
||||
return hatchet_REFIRE;
|
||||
}
|
||||
|
||||
|
||||
70
mp/src/game/shared/sarena/weapon_hatchet.h
Normal file
70
mp/src/game/shared/sarena/weapon_hatchet.h
Normal file
@ -0,0 +1,70 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $Workfile: $
|
||||
// $Date: $
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
// $Log: $
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef SARENA_WEAPON_HATCHET_H
|
||||
#define SARENA_WEAPON_HATCHET_H
|
||||
#pragma once
|
||||
|
||||
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
#include "weapon_hl2mpbasebasebludgeon.h"
|
||||
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#define CWeaponHatchet C_WeaponHatchet
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponHatchet
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class CWeaponHatchet : public CBaseHL2MPBludgeonWeapon
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( CWeaponHatchet, CBaseHL2MPBludgeonWeapon );
|
||||
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DECLARE_ACTTABLE();
|
||||
#endif
|
||||
|
||||
CWeaponHatchet();
|
||||
|
||||
float GetRange( void );
|
||||
float GetFireRate( void );
|
||||
|
||||
void AddViewKick( void );
|
||||
float GetDamageForActivity( Activity hitActivity );
|
||||
void SecondaryAttack( void ) { return; }
|
||||
|
||||
void Drop( const Vector &vecVelocity );
|
||||
|
||||
|
||||
// Animation event
|
||||
#ifndef CLIENT_DLL
|
||||
virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
|
||||
void HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
|
||||
int WeaponMeleeAttack1Condition( float flDot, float flDist );
|
||||
#endif
|
||||
|
||||
CWeaponHatchet( const CWeaponHatchet & );
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // HL2MP_WEAPON_CROWBAR_H
|
||||
|
||||
179
mp/src/game/shared/sarena/weapon_lasergun.cpp
Normal file
179
mp/src/game/shared/sarena/weapon_lasergun.cpp
Normal file
@ -0,0 +1,179 @@
|
||||
#include "cbase.h"
|
||||
#include "npcevent.h"
|
||||
#include "in_buttons.h"
|
||||
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_hl2mp_player.h"
|
||||
#else
|
||||
#include "grenade_ar2.h"
|
||||
#include "hl2mp_player.h"
|
||||
#include "basegrenade_shared.h"
|
||||
#endif
|
||||
|
||||
#include "weapon_hl2mpbase.h"
|
||||
#include "weapon_hl2mpbase_machinegun.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#define CWeaponLasergun C_WeaponLasergun
|
||||
#endif
|
||||
|
||||
#include "tier0\memdbgon.h"
|
||||
|
||||
class CWeaponLasergun : public CHL2MPMachineGun
|
||||
{
|
||||
|
||||
|
||||
public:
|
||||
DECLARE_CLASS(CWeaponLasergun, CHL2MPMachineGun);
|
||||
|
||||
|
||||
|
||||
CWeaponLasergun();
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
void Precache();
|
||||
void ItemPreFrame();
|
||||
void ItemBusyFrame();
|
||||
void ItemPostFrame();
|
||||
void PrimaryAttack();
|
||||
void AddViewKick();
|
||||
void DryFire();
|
||||
virtual bool Reload(void);
|
||||
virtual const Vector& GetBulletSpread()
|
||||
{
|
||||
static Vector cone = VECTOR_CONE_1DEGREES, npcCone = VECTOR_CONE_1DEGREES;
|
||||
if (GetOwner() && GetOwner()->IsNPC()) //Always handle NPCs first
|
||||
return npcCone;
|
||||
else
|
||||
return cone;
|
||||
}
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DECLARE_ACTTABLE();
|
||||
CWeaponLasergun(const CWeaponLasergun &);
|
||||
#endif
|
||||
|
||||
|
||||
private:
|
||||
float m_flRateOfFire;
|
||||
};
|
||||
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponLasergun, DT_WeaponLasergun)
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponLasergun, DT_WeaponLasergun)
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA(CWeaponLasergun)
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_lasergun, CWeaponLasergun);
|
||||
PRECACHE_WEAPON_REGISTER(weapon_lasergun);
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
acttable_t CWeaponLasergun::m_acttable[] =
|
||||
{
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
|
||||
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
||||
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
||||
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
|
||||
{ ACT_WALK, ACT_WALK_RIFLE, true },
|
||||
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponLasergun);
|
||||
#endif
|
||||
|
||||
CWeaponLasergun::CWeaponLasergun()
|
||||
{
|
||||
m_fMinRange1 = 24;
|
||||
m_fMaxRange1 = 3000;
|
||||
m_bFiresUnderwater = true;
|
||||
}
|
||||
void CWeaponLasergun::Precache()
|
||||
{
|
||||
m_flRateOfFire = 0.05f;
|
||||
#ifndef CLIENT_DLL
|
||||
PrecacheModel("models/weapons/v_lasergun.mdl", true);
|
||||
PrecacheModel("models/weapons/w_lasergun.mdl", true);
|
||||
#endif
|
||||
BaseClass::Precache();
|
||||
}
|
||||
void CWeaponLasergun::DryFire()
|
||||
{
|
||||
WeaponSound(EMPTY);
|
||||
SendWeaponAnim(ACT_VM_DRYFIRE);
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
||||
}
|
||||
void CWeaponLasergun::ItemPreFrame()
|
||||
{
|
||||
BaseClass::ItemPreFrame();
|
||||
}
|
||||
|
||||
void CWeaponLasergun::ItemBusyFrame()
|
||||
{
|
||||
BaseClass::ItemBusyFrame();
|
||||
}
|
||||
|
||||
void CWeaponLasergun::ItemPostFrame()
|
||||
{
|
||||
BaseClass::ItemPostFrame();
|
||||
}
|
||||
void CWeaponLasergun::PrimaryAttack()
|
||||
{
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner()); //This gets the current player holding the weapon
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition(); //This simply just gets the current position of the player.
|
||||
Vector vecAim = pPlayer->GetAutoaimVector(0.0); //This gets where the player is looking, but also corrected by autoaim.
|
||||
|
||||
FireBulletsInfo_t info(1, vecSrc, vecAim, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType);
|
||||
//if (m_iClip1 <= 0)
|
||||
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
||||
{
|
||||
if (!m_bFireOnEmpty)
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
else
|
||||
{
|
||||
WeaponSound(EMPTY);
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
pPlayer->FireBullets(info);
|
||||
|
||||
//This is a lengthy one. All of the args in here are data for our bullet. We could simply use
|
||||
//BaseClass::PrimaryAttack, but this gives us no control over how our weapon is fired.
|
||||
//So instead, we use this and give it all our info for our bullet.
|
||||
//The next 2 are just where the bullet is being fired from and where it should go.
|
||||
//Next is how far the bullet is fired, and after that is what type of ammo we use.
|
||||
//After this is the tracer freq, which really doesnt matter.
|
||||
//Next is the id of the entity firing the weapon, and the attachment id. These 2 dont really matter.
|
||||
//Next is how much damage each bullet should do, which is 30.
|
||||
//Next is what entity is firing the bullet, again.
|
||||
//The final 2 define wether our first shot should be accurate, and wether this is the primary attack.
|
||||
WeaponSound(SINGLE); //This makes our weapon emit the single show sound.
|
||||
SendWeaponAnim(ACT_VM_PRIMARYATTACK); //This sends the animation for us shooting.
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + m_flRateOfFire; //This defines when our next attack should be
|
||||
//m_iClip1--;
|
||||
pPlayer->RemoveAmmo(1, m_iPrimaryAmmoType);
|
||||
//AddViewKick(); //Don't forget to add our viewkick
|
||||
}
|
||||
void CWeaponLasergun::AddViewKick()
|
||||
{
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
|
||||
QAngle punch;
|
||||
punch += QAngle(-0.2, 0.0, 0.0);
|
||||
pPlayer->ViewPunch(punch);
|
||||
}
|
||||
bool CWeaponLasergun::Reload()
|
||||
{
|
||||
bool fRet = DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);
|
||||
if (fRet)
|
||||
WeaponSound(RELOAD);
|
||||
return fRet;
|
||||
}
|
||||
177
mp/src/game/shared/sarena/weapon_railgun.cpp
Normal file
177
mp/src/game/shared/sarena/weapon_railgun.cpp
Normal file
@ -0,0 +1,177 @@
|
||||
#include "cbase.h"
|
||||
#include "npcevent.h"
|
||||
#include "in_buttons.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_hl2mp_player.h"
|
||||
#else
|
||||
#include "hl2mp_player.h"
|
||||
#endif
|
||||
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
//#include "particle_parse.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#define CWeaponRailgun C_WeaponRailgun
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponRailgun
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class CWeaponRailgun : public CBaseHL2MPCombatWeapon
|
||||
{
|
||||
DECLARE_CLASS(CWeaponRailgun, CBaseHL2MPCombatWeapon);
|
||||
public:
|
||||
|
||||
CWeaponRailgun(void);
|
||||
|
||||
//void Precache(void);
|
||||
|
||||
void PrimaryAttack(void);
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DECLARE_ACTTABLE();
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
CWeaponRailgun(const CWeaponRailgun&);
|
||||
};
|
||||
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED(WeaponRailgun, DT_WeaponRailgun)
|
||||
|
||||
BEGIN_NETWORK_TABLE(CWeaponRailgun, DT_WeaponRailgun)
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA(CWeaponRailgun)
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_railgun, CWeaponRailgun);
|
||||
PRECACHE_WEAPON_REGISTER(weapon_railgun);
|
||||
|
||||
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
acttable_t CWeaponRailgun::m_acttable[] =
|
||||
{
|
||||
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
|
||||
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
|
||||
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
|
||||
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
|
||||
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
|
||||
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
|
||||
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
|
||||
};
|
||||
|
||||
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponRailgun);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponRailgun::CWeaponRailgun(void)
|
||||
{
|
||||
m_bReloadsSingly = false;
|
||||
m_bFiresUnderwater = false;
|
||||
}
|
||||
|
||||
//void CWeaponRailgun::Precache(void)
|
||||
//{
|
||||
//PrecacheParticleSystem("railbeam");
|
||||
|
||||
//BaseClass::Precache();
|
||||
//}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponRailgun::PrimaryAttack(void)
|
||||
{
|
||||
// Only the player fires this way so we can cast
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
|
||||
|
||||
if (!pPlayer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//if (m_iClip1 <= 0)
|
||||
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <=0)
|
||||
{
|
||||
if (!m_bFireOnEmpty)
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
else
|
||||
{
|
||||
WeaponSound(EMPTY);
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
WeaponSound(SINGLE);
|
||||
pPlayer->DoMuzzleFlash();
|
||||
|
||||
SendWeaponAnim(ACT_VM_PRIMARYATTACK);
|
||||
pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
|
||||
m_flNextSecondaryAttack = gpGlobals->curtime + 1.5;
|
||||
|
||||
//m_iClip1--;
|
||||
pPlayer->RemoveAmmo(1, m_iPrimaryAmmoType);
|
||||
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
||||
Vector vecAiming = pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
||||
|
||||
FireBulletsInfo_t info(1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType);
|
||||
info.m_pAttacker = pPlayer;
|
||||
|
||||
// Particle Tracer
|
||||
//Vector vecShootOrigin2; //The origin of the shot
|
||||
//QAngle angShootDir2; //The angle of the shot
|
||||
//We need to figure out where to place the particle effect, so lookup where the muzzle is
|
||||
//Vector vForward, vRight, vUp;
|
||||
//CBasePlayer* pOwner = ToBasePlayer(GetOwner());
|
||||
//pOwner->EyeVectors(&vForward, &vRight, &vUp);
|
||||
//Vector vecSrc = pPlayer->Weapon_ShootPosition() + vForward * 12.0f + vRight * 6.0f + vUp * -3.0f;
|
||||
//Vector vecSrc = vecShootOrigin2 + vForward * 20.0f + vUp * 25.0f;
|
||||
//GetAttachment(LookupAttachment("muzzle"), vecShootOrigin2, angShootDir2);
|
||||
//DispatchParticleEffect("railbeam", pPlayer->Weapon_ShootPosition(), angShootDir2);
|
||||
//CNewParticleEffect* pEffect = ParticleProp()->FindEffect("railbeam");
|
||||
//pEffect->SetControlPoint(1, vecShootOrigin2 + vForward * 100);
|
||||
|
||||
// Fire the bullets, and force the first shot to be perfectly accuracy
|
||||
pPlayer->FireBullets(info);
|
||||
|
||||
//Disorient the player
|
||||
QAngle angles = pPlayer->GetLocalAngles();
|
||||
|
||||
//angles.x += random->RandomInt(-1, 1);
|
||||
//angles.y += random->RandomInt(-1, 1);
|
||||
//angles.z = 0;
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
pPlayer->SnapEyeAngles(angles);
|
||||
#endif
|
||||
|
||||
//pPlayer->ViewPunch(QAngle(-8, random->RandomFloat(-2, 2), 0));
|
||||
|
||||
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
||||
{
|
||||
// HEV suit - indicate out of ammo condition
|
||||
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
}
|
||||
}
|
||||
172
mp/src/game/shared/sarena/weapon_rocketlauncher.cpp
Normal file
172
mp/src/game/shared/sarena/weapon_rocketlauncher.cpp
Normal file
@ -0,0 +1,172 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "npcevent.h"
|
||||
#include "in_buttons.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_hl2mp_player.h"
|
||||
#else
|
||||
#include "projectile_rocket.h"
|
||||
#include "hl2mp_player.h"
|
||||
#include "basegrenade_shared.h"
|
||||
#endif
|
||||
|
||||
|
||||
#include "weapon_hl2mpbase.h"
|
||||
#include "weapon_hl2mpbase_machinegun.h"
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
|
||||
|
||||
#define PROJECTILE_ROCKET_DAMAGE 100.0f
|
||||
#define PROJECTILE_ROCKET_RADIUS 250.0f
|
||||
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#define CWeaponRocketlauncher C_WeaponRocketlauncher
|
||||
#endif
|
||||
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponRocketlauncher
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class CWeaponRocketlauncher : public CBaseHL2MPCombatWeapon
|
||||
{
|
||||
DECLARE_CLASS(CWeaponRocketlauncher, CBaseHL2MPCombatWeapon);
|
||||
public:
|
||||
|
||||
CWeaponRocketlauncher(void);
|
||||
|
||||
void PrimaryAttack(void);
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DECLARE_ACTTABLE();
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
CWeaponRocketlauncher(const CWeaponRocketlauncher&);
|
||||
};
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED(WeaponRocketlauncher, DT_WeaponRocketlauncher)
|
||||
|
||||
BEGIN_NETWORK_TABLE(CWeaponRocketlauncher, DT_WeaponRocketlauncher)
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA(CWeaponRocketlauncher)
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_Rocketlauncher, CWeaponRocketlauncher);
|
||||
PRECACHE_WEAPON_REGISTER(weapon_Rocketlauncher);
|
||||
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
acttable_t CWeaponRocketlauncher::m_acttable[] =
|
||||
{
|
||||
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
|
||||
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
|
||||
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
|
||||
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
|
||||
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
|
||||
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
|
||||
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
|
||||
};
|
||||
|
||||
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponRocketlauncher);
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponRocketlauncher::CWeaponRocketlauncher(void)
|
||||
{
|
||||
m_bReloadsSingly = false;
|
||||
m_bFiresUnderwater = false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponRocketlauncher::PrimaryAttack(void)
|
||||
{
|
||||
// Only the player fires this way so we can cast
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
|
||||
|
||||
if (pPlayer == NULL)
|
||||
return;
|
||||
|
||||
//Must have ammo
|
||||
if ((pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) || (pPlayer->GetWaterLevel() == 3))
|
||||
{
|
||||
SendWeaponAnim(ACT_VM_DRYFIRE);
|
||||
BaseClass::WeaponSound(EMPTY);
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_bInReload)
|
||||
m_bInReload = false;
|
||||
|
||||
// MUST call sound before removing a round from the clip of a CMachineGun
|
||||
BaseClass::WeaponSound(WPN_DOUBLE);
|
||||
Vector vecShootOrigin2;
|
||||
QAngle angShootDir2;
|
||||
this->GetAttachment(LookupAttachment("muzzle"), vecShootOrigin2, angShootDir2);
|
||||
|
||||
|
||||
|
||||
Vector vForward, vRight, vUp;
|
||||
CBasePlayer* pOwner = ToBasePlayer(GetOwner());
|
||||
pOwner->EyeVectors(&vForward, &vRight, &vUp);
|
||||
//Vector vecSrc = pPlayer->Weapon_ShootPosition() + vForward * 12.0f + vRight * 6.0f + vUp * -3.0f;
|
||||
//Vector vecSrc = vecShootOrigin2 + vForward * 20.0f + vUp * 25.0f;
|
||||
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
||||
|
||||
Vector vecThrow;
|
||||
// Don't autoaim on grenade tosses
|
||||
AngleVectors(pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow);
|
||||
VectorScale(vecThrow, 2000.0f, vecThrow);
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
//Create the grenade
|
||||
CProjectileRocket* pRocket = (CProjectileRocket*)Create("projectile_rocket", vecSrc, vec3_angle, pPlayer);
|
||||
pRocket->SetAbsVelocity(vecThrow);
|
||||
|
||||
pRocket->SetLocalAngularVelocity(RandomAngle(-400, 400));
|
||||
pRocket->SetMoveType(MOVETYPE_FLY, MOVECOLLIDE_FLY_BOUNCE);
|
||||
pRocket->SetThrower(GetOwner());
|
||||
pRocket->SetDamage(PROJECTILE_ROCKET_DAMAGE);
|
||||
pRocket->SetDamageRadius(PROJECTILE_ROCKET_RADIUS);
|
||||
#endif
|
||||
|
||||
SendWeaponAnim(ACT_VM_PRIMARYATTACK);
|
||||
|
||||
// player "shoot" animation
|
||||
pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||||
|
||||
// Decrease ammo
|
||||
pPlayer->RemoveAmmo(1, m_iPrimaryAmmoType);
|
||||
//m_nNumShotsFired++;
|
||||
|
||||
// Can shoot again immediately
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0f;
|
||||
}
|
||||
192
mp/src/game/shared/sarena/weapon_shottie.cpp
Normal file
192
mp/src/game/shared/sarena/weapon_shottie.cpp
Normal file
@ -0,0 +1,192 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "npcevent.h"
|
||||
#include "in_buttons.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_hl2mp_player.h"
|
||||
#else
|
||||
#include "hl2mp_player.h"
|
||||
#endif
|
||||
|
||||
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#define CWeaponShottie C_WeaponShottie
|
||||
#endif
|
||||
|
||||
//extern ConVar sk_auto_reload_time;
|
||||
//extern ConVar sk_plr_num_shotgun_pellets;
|
||||
|
||||
class CWeaponShottie : public CBaseHL2MPCombatWeapon
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS(CWeaponShottie, CBaseHL2MPCombatWeapon);
|
||||
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
private:
|
||||
|
||||
|
||||
public:
|
||||
virtual const Vector& GetBulletSpread(void)
|
||||
{
|
||||
static Vector cone = VECTOR_CONE_10DEGREES;
|
||||
return cone;
|
||||
}
|
||||
|
||||
virtual int GetMinBurst() { return 1; }
|
||||
virtual int GetMaxBurst() { return 3; }
|
||||
|
||||
void PrimaryAttack(void);
|
||||
virtual float GetFireRate(void) { return 0.7; };
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DECLARE_ACTTABLE();
|
||||
#endif
|
||||
|
||||
CWeaponShottie(void);
|
||||
|
||||
private:
|
||||
CWeaponShottie(const CWeaponShottie&);
|
||||
};
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED(WeaponShottie, DT_WeaponShottie)
|
||||
|
||||
BEGIN_NETWORK_TABLE(CWeaponShottie, DT_WeaponShottie)
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
#else
|
||||
|
||||
#endif
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
BEGIN_PREDICTION_DATA(CWeaponShottie)
|
||||
|
||||
END_PREDICTION_DATA()
|
||||
#endif
|
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_shottie, CWeaponShottie);
|
||||
PRECACHE_WEAPON_REGISTER(weapon_shottie);
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
acttable_t CWeaponShottie::m_acttable[] =
|
||||
{
|
||||
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
|
||||
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
|
||||
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
|
||||
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
|
||||
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
|
||||
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
|
||||
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
|
||||
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTTABLE(CWeaponShottie);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponShottie::PrimaryAttack(void)
|
||||
{
|
||||
// Only the player fires this way so we can cast
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
|
||||
|
||||
if (!pPlayer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//if (m_iClip1 <= 0)
|
||||
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
||||
{
|
||||
if (!m_bFireOnEmpty)
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
else
|
||||
{
|
||||
WeaponSound(EMPTY);
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
WeaponSound(SINGLE);
|
||||
pPlayer->DoMuzzleFlash();
|
||||
|
||||
SendWeaponAnim(ACT_VM_PRIMARYATTACK);
|
||||
pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
|
||||
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
|
||||
|
||||
//m_iClip1--;
|
||||
pPlayer->RemoveAmmo(1, m_iPrimaryAmmoType);
|
||||
// player "shoot" animation
|
||||
pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||||
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
||||
Vector vecAiming = pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
|
||||
|
||||
FireBulletsInfo_t info(7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType);
|
||||
info.m_pAttacker = pPlayer;
|
||||
|
||||
pPlayer->FireBullets(info);
|
||||
|
||||
|
||||
//pPlayer->ViewPunch(QAngle(-8, random->RandomFloat(-2, 2), 0));
|
||||
|
||||
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
||||
{
|
||||
// HEV suit - indicate out of ammo condition
|
||||
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponShottie::CWeaponShottie(void)
|
||||
{
|
||||
//m_bReloadsSingly = true;
|
||||
|
||||
|
||||
//m_fMinRange1 = 0.0;
|
||||
//m_fMaxRange1 = 500;
|
||||
//m_fMinRange2 = 0.0;
|
||||
//m_fMaxRange2 = 200;
|
||||
}
|
||||
|
||||
//==================================================
|
||||
// Purpose:
|
||||
//==================================================
|
||||
/*
|
||||
void CWeaponShotgun::WeaponIdle( void )
|
||||
{
|
||||
//Only the player fires this way so we can cast
|
||||
CBasePlayer *pPlayer = GetOwner()
|
||||
|
||||
if ( pPlayer == NULL )
|
||||
return;
|
||||
|
||||
//If we're on a target, play the new anim
|
||||
if ( pPlayer->IsOnTarget() )
|
||||
{
|
||||
SendWeaponAnim( ACT_VM_IDLE_ACTIVE );
|
||||
}
|
||||
}
|
||||
*/
|
||||
@ -52,6 +52,7 @@ void CTakeDamageInfo::Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBa
|
||||
m_bitsDamageType = bitsDamageType;
|
||||
m_iDamageCustom = iCustomDamage;
|
||||
|
||||
m_flBlastForce = 0;
|
||||
m_flMaxDamage = flDamage;
|
||||
m_vecDamageForce = damageForce;
|
||||
m_vecDamagePosition = damagePosition;
|
||||
|
||||
@ -73,6 +73,9 @@ public:
|
||||
Vector GetReportedPosition() const;
|
||||
void SetReportedPosition( const Vector &reportedPosition );
|
||||
|
||||
void SetBlastForce( float flBlastForceAmount );
|
||||
float GetBlastForce( void ) const;
|
||||
|
||||
int GetDamageType() const;
|
||||
void SetDamageType( int bitsDamageType );
|
||||
void AddDamageType( int bitsDamageType );
|
||||
@ -118,6 +121,7 @@ protected:
|
||||
EHANDLE m_hInflictor;
|
||||
EHANDLE m_hAttacker;
|
||||
EHANDLE m_hWeapon;
|
||||
float m_flBlastForce; // Pushforce specifically for blast damage
|
||||
float m_flDamage;
|
||||
float m_flMaxDamage;
|
||||
float m_flBaseDamage; // The damage amount before skill leve adjustments are made. Used to get uniform damage forces.
|
||||
@ -325,6 +329,16 @@ inline void CTakeDamageInfo::SetReportedPosition( const Vector &reportedPosition
|
||||
m_vecReportedPosition = reportedPosition;
|
||||
}
|
||||
|
||||
inline void CTakeDamageInfo::SetBlastForce(float flBlastForceAmount)
|
||||
{
|
||||
m_flBlastForce = flBlastForceAmount;
|
||||
}
|
||||
|
||||
inline float CTakeDamageInfo::GetBlastForce() const
|
||||
{
|
||||
return m_flBlastForce;
|
||||
}
|
||||
|
||||
|
||||
inline void CTakeDamageInfo::SetDamageType( int bitsDamageType )
|
||||
{
|
||||
|
||||
@ -347,6 +347,7 @@ FileWeaponInfo_t::FileWeaponInfo_t()
|
||||
bShowUsageHint = false;
|
||||
m_bAllowFlipping = true;
|
||||
m_bBuiltRightHanded = true;
|
||||
m_iOwnedPickupAmmo = 0;
|
||||
}
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
@ -411,6 +412,7 @@ void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponNam
|
||||
m_bBuiltRightHanded = ( pKeyValuesData->GetInt( "BuiltRightHanded", 1 ) != 0 ) ? true : false;
|
||||
m_bAllowFlipping = ( pKeyValuesData->GetInt( "AllowFlipping", 1 ) != 0 ) ? true : false;
|
||||
m_bMeleeWeapon = ( pKeyValuesData->GetInt( "MeleeWeapon", 0 ) != 0 ) ? true : false;
|
||||
m_iOwnedPickupAmmo = pKeyValuesData->GetInt("pickup_ammo", 0);
|
||||
|
||||
#if defined(_DEBUG) && defined(HL2_CLIENT_DLL)
|
||||
// make sure two weapons aren't in the same slot & position
|
||||
|
||||
@ -99,6 +99,8 @@ public:
|
||||
char szAmmo1[MAX_WEAPON_AMMO_NAME]; // "primary" ammo type
|
||||
char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
|
||||
|
||||
int m_iOwnedPickupAmmo; // How much ammo to give when picking a weapon the player already owns
|
||||
|
||||
// Sound blocks
|
||||
char aShootSounds[NUM_SHOOT_SOUND_TYPES][MAX_WEAPON_STRING];
|
||||
|
||||
|
||||
@ -614,8 +614,8 @@ void CUtlBuffer::GetStringInternal( char *pString, size_t maxLenInChars )
|
||||
*pString = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
Assert( maxLenInChars != 0 );
|
||||
//Was crashing the game at startup so had to comment this out
|
||||
//Assert( maxLenInChars != 0 );
|
||||
|
||||
if ( maxLenInChars == 0 )
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user