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3 Commits

Author SHA1 Message Date
6f74af238e random startup crash fix 2022-01-13 23:15:28 +01:00
a2b223cfde Various changes 2022-01-13 23:14:43 +01:00
99a7251cd5 Changed Teleporter Behavior 2022-01-13 23:05:05 +01:00
28 changed files with 2141 additions and 36 deletions

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@ -0,0 +1,83 @@
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ITEM_ROTATION_RATE ( 360.0f / 4.0f )
#define PICKUP_MIN_HEIGHT 50
//-----------------------------------------------------------------------------
// Rotating health kit. Heals the player when picked up.
//-----------------------------------------------------------------------------
class C_RotatingPickup : public C_BaseAnimating
{
DECLARE_CLASS(C_RotatingPickup, C_BaseAnimating);
DECLARE_CLIENTCLASS();
public:
C_RotatingPickup() {
ClientRotAng = QAngle(0, 0, 0);
ClientPosVector = Vector(0, 0, 0);
m_bRespawning = m_bRespawning_Cache = false;
}
void Spawn() { ClientThink(); }
bool IsRespawning();
void ClientThink();
void PostDataUpdate(DataUpdateType_t updateType);
bool ShouldDraw();
bool m_bRespawning;
bool m_bRespawning_Cache;
private:
QAngle ClientRotAng; // m_angRotation is stomped sometimes (CItem returning the ent to spawn position?)
Vector ClientPosVector;
};
LINK_ENTITY_TO_CLASS(item_rotating, C_RotatingPickup);
IMPLEMENT_CLIENTCLASS_DT(C_RotatingPickup, DT_RotatingPickup, CRotatingPickup)
RecvPropBool(RECVINFO(m_bRespawning)),
END_RECV_TABLE()
inline bool C_RotatingPickup::IsRespawning()
{
return m_bRespawning;
}
void C_RotatingPickup::ClientThink()
{
if (IsAbsQueriesValid())
{
if (ClientPosVector.x == 0 && ClientPosVector.y == 0 && ClientPosVector.z == 0) {
ClientPosVector = GetAbsOrigin();
}
// Rotate
ClientRotAng.x = 0;
ClientRotAng.y += ITEM_ROTATION_RATE * gpGlobals->frametime;
if (ClientRotAng.y >= 360)
ClientRotAng.y -= 360;
Vector vUp = Vector(0, 0, 1);
SetAbsOrigin(ClientPosVector + 5*sin(2*gpGlobals->curtime)*vUp);
SetAbsAngles(ClientRotAng);
}
SetNextClientThink(CLIENT_THINK_ALWAYS);
}
void C_RotatingPickup::PostDataUpdate(DataUpdateType_t updateType)
{
if (m_bRespawning_Cache != m_bRespawning)
{
// Appear/disappear
UpdateVisibility();
ClientRotAng.y = 0;
m_bRespawning_Cache = m_bRespawning;
}
return BaseClass::PostDataUpdate(updateType);
}
bool C_RotatingPickup::ShouldDraw()
{
return !IsRespawning() && BaseClass::ShouldDraw();
}

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@ -0,0 +1,170 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// Health.cpp
//
// implementation of CHudArmor class
//
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
using namespace vgui;
#include "hudelement.h"
#include "hud_numericdisplay.h"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INIT_HEALTH -1
//-----------------------------------------------------------------------------
// Purpose: Health panel
//-----------------------------------------------------------------------------
class CHudArmor : public CHudElement, public CHudNumericDisplay
{
DECLARE_CLASS_SIMPLE(CHudArmor, CHudNumericDisplay);
public:
CHudArmor(const char* pElementName);
virtual void Init(void);
virtual void VidInit(void);
virtual void Reset(void);
virtual void OnThink();
void MsgFunc_Damage(bf_read& msg);
private:
// old variables
int m_iHealth;
int m_bitsDamage;
};
DECLARE_HUDELEMENT(CHudArmor);
DECLARE_HUD_MESSAGE(CHudArmor, Damage);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudArmor::CHudArmor(const char* pElementName) : CHudElement(pElementName), CHudNumericDisplay(NULL, "HudHealth")
{
SetHiddenBits(HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::Init()
{
HOOK_HUD_MESSAGE(CHudArmor, Damage);
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::Reset()
{
m_iHealth = INIT_HEALTH;
m_bitsDamage = 0;
wchar_t* tempString = g_pVGuiLocalize->Find("#Valve_Hud_ARMOR");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"ARMOR");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::VidInit()
{
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::OnThink()
{
int newHealth = 0;
C_BasePlayer* local = C_BasePlayer::GetLocalPlayer();
if (local)
{
// Never below zero
newHealth = MAX(local->GetHealth(), 0);
}
// Only update the fade if we've changed health
if (newHealth == m_iHealth)
{
return;
}
m_iHealth = newHealth;
if (m_iHealth >= 20)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedAbove20");
}
else if (m_iHealth > 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedBelow20");
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthLow");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudArmor::MsgFunc_Damage(bf_read& msg)
{
int armor = msg.ReadByte(); // armor
int damageTaken = msg.ReadByte(); // health
long bitsDamage = msg.ReadLong(); // damage bits
bitsDamage; // variable still sent but not used
Vector vecFrom;
vecFrom.x = msg.ReadBitCoord();
vecFrom.y = msg.ReadBitCoord();
vecFrom.z = msg.ReadBitCoord();
// Actually took damage?
if (damageTaken > 0 || armor > 0)
{
if (damageTaken > 0)
{
// start the animation
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthDamageTaken");
}
}
}

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@ -1406,6 +1406,7 @@ Vector CBaseCombatCharacter::CalcDamageForceVector( const CTakeDamageInfo &info
// taking damage from self? Take a little random force, but still try to collapse on the spot.
if ( this == pForce )
{
DevMsg("SelfDamage taken");
forceVector.x = random->RandomFloat( -1.0f, 1.0f );
forceVector.y = random->RandomFloat( -1.0f, 1.0f );
forceVector.z = 0.0;
@ -2178,8 +2179,10 @@ bool CBaseCombatCharacter::Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon )
if ( m_hMyWeapons[i].Get() && FClassnameIs(m_hMyWeapons[i], pWeapon->GetClassname()) )
{
// Just give the ammo from the clip
int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
//int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
//int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
int primaryGiven = pWeapon->GetDefaultClip1();
int secondaryGiven = pWeapon->GetDefaultClip2();
int takenPrimary = GiveAmmo( primaryGiven, pWeapon->m_iPrimaryAmmoType);
int takenSecondary = GiveAmmo( secondaryGiven, pWeapon->m_iSecondaryAmmoType);
@ -2243,7 +2246,7 @@ CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetSlot( int slot ) const
{
if ( m_hMyWeapons[i].Get() != NULL )
{
// If the slots match, it's already occupied
// If the slots match, i t's already occupied
if ( m_hMyWeapons[i]->GetSlot() == targetSlot )
return m_hMyWeapons[i];
}
@ -2490,6 +2493,11 @@ int CBaseCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
m_flDamageAccumulator -= 1.0;
}
// Reduce damage in case of selfdamage
if (info.GetAttacker() == this) {
flIntegerDamage *= 0.33;
}
if ( flIntegerDamage <= 0 )
return 0;

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@ -87,8 +87,8 @@ ConVar hl2_darkness_flashlight_factor ( "hl2_darkness_flashlight_factor", "1" );
#ifdef HL2MP
#define HL2_WALK_SPEED 150
#define HL2_NORM_SPEED 190
#define HL2_SPRINT_SPEED 320
#define HL2_NORM_SPEED 400
#define HL2_SPRINT_SPEED 400
#else
#define HL2_WALK_SPEED hl2_walkspeed.GetFloat()
#define HL2_NORM_SPEED hl2_normspeed.GetFloat()

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@ -198,12 +198,13 @@ void CHL2MP_Player::GiveDefaultItems( void )
{
EquipSuit();
CBasePlayer::GiveAmmo( 255, "Pistol");
CBasePlayer::GiveAmmo( 45, "SMG1");
CBasePlayer::GiveAmmo( 1, "grenade" );
CBasePlayer::GiveAmmo( 6, "Buckshot");
CBasePlayer::GiveAmmo( 6, "357" );
//CBasePlayer::GiveAmmo( 255, "Pistol");
//CBasePlayer::GiveAmmo( 45, "SMG1");
//CBasePlayer::GiveAmmo( 45, "Rail");
//CBasePlayer::GiveAmmo( 1, "grenade" );
//CBasePlayer::GiveAmmo( 6, "Buckshot");
//CBasePlayer::GiveAmmo( 6, "357" );
/*
if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER )
{
GiveNamedItem( "weapon_stunstick" );
@ -212,11 +213,16 @@ void CHL2MP_Player::GiveDefaultItems( void )
{
GiveNamedItem( "weapon_crowbar" );
}
GiveNamedItem( "weapon_pistol" );
GiveNamedItem( "weapon_smg1" );
GiveNamedItem( "weapon_frag" );
GiveNamedItem( "weapon_physcannon" );
*/
GiveNamedItem("weapon_hatchet");
//GiveNamedItem("weapon_rocketlauncher");
//GiveNamedItem("weapon_railgun");
//GiveNamedItem("weapon_lasergun");
GiveNamedItem("weapon_shottie");
//GiveNamedItem( "weapon_pistol" );
//GiveNamedItem( "weapon_smg1" );
//GiveNamedItem( "weapon_frag" );
//GiveNamedItem( "weapon_physcannon" );
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 )
if ( force > 1000.0)
{
force = 1000.0;
// Disabled arbitrary force limit
force = force; // force = 1000.0;
}
return force;
@ -1592,7 +1593,7 @@ int CBasePlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// set damage type sustained
m_bitsDamageType |= info.GetDamageType();
if ( !BaseClass::OnTakeDamage_Alive( info ) )
return 0;
@ -1611,14 +1612,17 @@ int CBasePlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&
( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) )
{
Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
//Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
Vector force = vecDir * -DamageForce(WorldAlignSize(), info.GetBlastForce());
DevMsg("applying damage force: %.2f", info.GetBlastForce());
if ( force.z > 250.0f )
{
force.z = 250.0f;
//force.z = 250.0f;
force.z = force.z; //disabled arbitrary force limit
}
ApplyAbsVelocityImpulse( force );
}
// fire global game event
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
@ -5677,9 +5681,15 @@ void CBloodSplat::Think( void )
CBaseEntity *CBasePlayer::GiveNamedItem( const char *pszName, int iSubType )
{
// If I already own this type don't create one
if ( Weapon_OwnsThisType(pszName, iSubType) )
//if (Weapon_OwnsThisType(pszName, iSubType))
//return NULL;
// If I already own this type don't create one
//CBaseCombatWeapon *pWeap = Weapon_OwnsThisType(pszName, iSubType);
if (Weapon_OwnsThisType(pszName, iSubType)) {
//Weapon_EquipAmmoOnly(pWeap);
//DevMsg("kankerrrrrrrrr");
return NULL;
}
// Msg( "giving %s\n", pszName );
EHANDLE pent;

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@ -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"
#define PICKUP_PEDESTALMODEL "models/items/pickup_pedestal.mdl"
#define PICKUP_MIN_HEIGHT 50
int PickupDecalIndex; // set by CRotatingPickup::Precache()
enum EItemType {
PICKUP_HEALTH = 0,
PICKUP_ARMOR = 1,
PICKUP_POWERUP = 2,
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);
}

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@ -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;
}

View 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

View 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" );
}

View File

@ -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);
}
//

View File

@ -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;

View File

@ -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 );
}

View File

@ -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 );

View File

@ -19,6 +19,7 @@ FileWeaponInfo_t* CreateWeaponInfo()
CHL2MPSWeaponInfo::CHL2MPSWeaponInfo()
{
m_iPlayerDamage = 0;
m_iOwnedPickupAmmo = 0;
}

View File

@ -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

View File

@ -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

View 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;
}

View 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

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#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;
}

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#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);
}
}

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//========= 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;
}

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@ -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 );
}
}
*/

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@ -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;

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@ -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 )
{

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@ -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

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@ -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];

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@ -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 )
{