mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-26 22:55:41 +03:00
Make Knife back stab multiplier customizable (#834)
- Add Backstab multiplier CKnife member with default value - Adding REGAMEDLL_API macros correctly to extended members of CKnife - Added inline functions for specific values, considering original and new behaviour
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@ -1151,15 +1151,16 @@ public:
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};
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const float KNIFE_BODYHIT_VOLUME = 128.0f;
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const float KNIFE_WALLHIT_VOLUME = 512.0f;
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const float KNIFE_MAX_SPEED = 250.0f;
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const float KNIFE_MAX_SPEED_SHIELD = 180.0f;
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const float KNIFE_STAB_DAMAGE = 65.0f;
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const float KNIFE_SWING_DAMAGE = 15.0f;
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const float KNIFE_SWING_DAMAGE_FAST = 20.0f;
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const float KNIFE_STAB_DISTANCE = 32.0f;
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const float KNIFE_SWING_DISTANCE = 48.0f;
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const float KNIFE_BODYHIT_VOLUME = 128.0f;
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const float KNIFE_WALLHIT_VOLUME = 512.0f;
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const float KNIFE_MAX_SPEED = 250.0f;
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const float KNIFE_MAX_SPEED_SHIELD = 180.0f;
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const float KNIFE_STAB_DAMAGE = 65.0f;
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const float KNIFE_SWING_DAMAGE = 15.0f;
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const float KNIFE_SWING_DAMAGE_FAST = 20.0f;
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const float KNIFE_STAB_DISTANCE = 32.0f;
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const float KNIFE_SWING_DISTANCE = 48.0f;
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const float KNIFE_BACKSTAB_MULTIPLIER = 3.0f;
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enum knife_e
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{
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@ -1220,19 +1221,41 @@ public:
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void SetPlayerShieldAnim();
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void ResetPlayerShieldAnim();
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float KnifeStabDamage() const;
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float KnifeSwingDamage(bool fast) const;
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float KnifeStabDistance() const;
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float KnifeSwingDistance() const;
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float KnifeBackStabMultiplier() const;
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private:
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TraceResult m_trHit;
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unsigned short m_usKnife;
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// Extra RegameDLL features
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#ifdef REGAMEDLL_API
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float m_flStabBaseDamage;
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float m_flSwingBaseDamage;
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float m_flSwingBaseDamage_Fast;
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float m_flStabDistance;
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float m_flSwingDistance;
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float m_flBackStabMultiplier;
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#endif
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};
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#ifdef REGAMEDLL_API
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inline float CKnife::KnifeStabDamage() const { return m_flStabBaseDamage; }
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inline float CKnife::KnifeSwingDamage(bool fast) const { return fast ? m_flSwingBaseDamage_Fast : m_flSwingBaseDamage; }
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inline float CKnife::KnifeStabDistance() const { return m_flStabDistance; }
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inline float CKnife::KnifeSwingDistance() const { return m_flSwingDistance; }
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inline float CKnife::KnifeBackStabMultiplier() const { return m_flBackStabMultiplier; }
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#else
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inline float CKnife::KnifeStabDamage() const { return KNIFE_STAB_DAMAGE; }
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inline float CKnife::KnifeSwingDamage(bool fast) const { return fast ? KNIFE_SWING_DAMAGE_FAST : KNIFE_SWING_DAMAGE; }
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inline float CKnife::KnifeStabDistance() const { return KNIFE_STAB_DISTANCE; }
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inline float CKnife::KnifeSwingDistance() const { return KNIFE_SWING_DISTANCE; }
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inline float CKnife::KnifeBackStabMultiplier() const { return KNIFE_BACKSTAB_MULTIPLIER; }
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#endif // REGAMEDLL_API
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const float M249_MAX_SPEED = 220.0f;
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const float M249_DAMAGE = 32.0f;
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@ -12,6 +12,7 @@ void CKnife::Spawn()
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_iClip = WEAPON_NOCLIP;
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#ifdef REGAMEDLL_API
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m_flStabBaseDamage = KNIFE_STAB_DAMAGE;
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m_flSwingBaseDamage = KNIFE_SWING_DAMAGE;
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m_flSwingBaseDamage_Fast = KNIFE_SWING_DAMAGE_FAST;
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@ -19,6 +20,9 @@ void CKnife::Spawn()
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m_flStabDistance = KNIFE_STAB_DISTANCE;
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m_flSwingDistance = KNIFE_SWING_DISTANCE;
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m_flBackStabMultiplier = KNIFE_BACKSTAB_MULTIPLIER;
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#endif
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// Get ready to fall down
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FallInit();
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@ -44,12 +48,16 @@ void CKnife::Precache()
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m_usKnife = PRECACHE_EVENT(1, "events/knife.sc");
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#ifdef REGAMEDLL_API
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m_flStabBaseDamage = KNIFE_STAB_DAMAGE;
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m_flSwingBaseDamage = KNIFE_SWING_DAMAGE;
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m_flSwingBaseDamage_Fast = KNIFE_SWING_DAMAGE_FAST;
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m_flStabDistance = KNIFE_STAB_DISTANCE;
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m_flSwingDistance = KNIFE_SWING_DISTANCE;
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m_flBackStabMultiplier = KNIFE_BACKSTAB_MULTIPLIER;
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#endif
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}
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int CKnife::GetItemInfo(ItemInfo *p)
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@ -166,14 +174,7 @@ void CKnife::SetPlayerShieldAnim()
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if (!m_pPlayer->HasShield())
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return;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
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}
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else
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{
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldknife");
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}
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Q_strcpy(m_pPlayer->m_szAnimExtention, (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != 0 ? "shield" : "shieldknife");
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}
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void CKnife::ResetPlayerShieldAnim()
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@ -271,7 +272,7 @@ BOOL CKnife::Swing(BOOL fFirst)
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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vecSrc = m_pPlayer->GetGunPosition();
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vecEnd = vecSrc + gpGlobals->v_forward * m_flSwingDistance;
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vecEnd = vecSrc + gpGlobals->v_forward * KnifeSwingDistance();
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr);
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@ -303,8 +304,8 @@ BOOL CKnife::Swing(BOOL fFirst)
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{
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switch ((m_iSwing++) % 2)
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{
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case 0: SendWeaponAnim(KNIFE_MIDATTACK1HIT, UseDecrement() != FALSE); break;
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case 1: SendWeaponAnim(KNIFE_MIDATTACK2HIT, UseDecrement() != FALSE); break;
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case 0: SendWeaponAnim(KNIFE_MIDATTACK1HIT, UseDecrement() != FALSE); break;
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case 1: SendWeaponAnim(KNIFE_MIDATTACK2HIT, UseDecrement() != FALSE); break;
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}
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// miss
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@ -322,10 +323,15 @@ BOOL CKnife::Swing(BOOL fFirst)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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// play wiff or swish sound
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if (RANDOM_LONG(0, 1))
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EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_slash1.wav", VOL_NORM, ATTN_NORM, 0, 94);
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else
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EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_slash2.wav", VOL_NORM, ATTN_NORM, 0, 94);
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EMIT_SOUND_DYN(m_pPlayer->edict(),
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CHAN_WEAPON,
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RANDOM_LONG(0, 1) ?
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"weapons/knife_slash1.wav" :
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"weapons/knife_slash2.wav",
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VOL_NORM,
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ATTN_NORM,
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0,
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94);
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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@ -340,8 +346,8 @@ BOOL CKnife::Swing(BOOL fFirst)
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{
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switch ((m_iSwing++) % 2)
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{
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case 0: SendWeaponAnim(KNIFE_MIDATTACK1HIT, UseDecrement() != FALSE); break;
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case 1: SendWeaponAnim(KNIFE_MIDATTACK2HIT, UseDecrement() != FALSE); break;
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case 0: SendWeaponAnim(KNIFE_MIDATTACK1HIT, UseDecrement() != FALSE); break;
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case 1: SendWeaponAnim(KNIFE_MIDATTACK2HIT, UseDecrement() != FALSE); break;
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}
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
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@ -368,10 +374,11 @@ BOOL CKnife::Swing(BOOL fFirst)
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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ClearMultiDamage();
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if (m_flNextPrimaryAttack + 0.4f < UTIL_WeaponTimeBase())
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pEntity->TraceAttack(m_pPlayer->pev, m_flSwingBaseDamage_Fast, gpGlobals->v_forward, &tr, (DMG_NEVERGIB | DMG_BULLET));
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else
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pEntity->TraceAttack(m_pPlayer->pev, m_flSwingBaseDamage, gpGlobals->v_forward, &tr, (DMG_NEVERGIB | DMG_BULLET));
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pEntity->TraceAttack(m_pPlayer->pev,
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KnifeSwingDamage(m_flNextPrimaryAttack + 0.4f < UTIL_WeaponTimeBase()),
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gpGlobals->v_forward,
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&tr,
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(DMG_NEVERGIB | DMG_BULLET));
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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@ -379,28 +386,27 @@ BOOL CKnife::Swing(BOOL fFirst)
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if (pEntity) // -V595
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#endif
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{
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
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#ifdef REGAMEDLL_FIXES
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE && pEntity->Classify() != CLASS_VEHICLE)
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#else
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
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&& pEntity->Classify() != CLASS_VEHICLE
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#endif
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)
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{
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// play thwack or smack sound
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switch (RANDOM_LONG(0, 3))
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{
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case 0: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit1.wav", VOL_NORM, ATTN_NORM); break;
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case 1: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit2.wav", VOL_NORM, ATTN_NORM); break;
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case 2: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit3.wav", VOL_NORM, ATTN_NORM); break;
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case 3: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit4.wav", VOL_NORM, ATTN_NORM); break;
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case 0: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit1.wav", VOL_NORM, ATTN_NORM); break;
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case 1: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit2.wav", VOL_NORM, ATTN_NORM); break;
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case 2: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit3.wav", VOL_NORM, ATTN_NORM); break;
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case 3: EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_hit4.wav", VOL_NORM, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = KNIFE_BODYHIT_VOLUME;
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if (!pEntity->IsAlive())
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return TRUE;
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else
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flVol = 0.1f;
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flVol = 0.1f;
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fHitWorld = FALSE;
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}
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}
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@ -449,7 +455,7 @@ BOOL CKnife::Stab(BOOL fFirst)
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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vecSrc = m_pPlayer->GetGunPosition();
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vecEnd = vecSrc + gpGlobals->v_forward * m_flStabDistance;
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vecEnd = vecSrc + gpGlobals->v_forward * KnifeStabDistance();
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr);
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@ -486,10 +492,15 @@ BOOL CKnife::Stab(BOOL fFirst)
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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// play wiff or swish sound
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if (RANDOM_LONG(0, 1))
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EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_slash1.wav", VOL_NORM, ATTN_NORM, 0, 94);
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else
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EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_slash2.wav", VOL_NORM, ATTN_NORM, 0, 94);
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EMIT_SOUND_DYN(m_pPlayer->edict(),
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CHAN_WEAPON,
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RANDOM_LONG(0, 1) ?
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"weapons/knife_slash1.wav" :
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"weapons/knife_slash2.wav",
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VOL_NORM,
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ATTN_NORM,
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0,
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94);
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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@ -517,7 +528,7 @@ BOOL CKnife::Stab(BOOL fFirst)
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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float flDamage = m_flStabBaseDamage;
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float flDamage = KnifeStabDamage();
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if (pEntity && pEntity->IsPlayer())
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{
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@ -532,10 +543,10 @@ BOOL CKnife::Stab(BOOL fFirst)
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flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D());
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//Triple the damage if we are stabbing them in the back.
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// Multiply the damage if we are stabbing them in the back.
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if (flDot > 0.80f)
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{
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flDamage *= 3.0f;
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flDamage *= KnifeBackStabMultiplier();
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}
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}
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@ -549,11 +560,11 @@ BOOL CKnife::Stab(BOOL fFirst)
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if (pEntity) // -V595
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#endif
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{
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
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#ifdef REGAMEDLL_FIXES
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE && pEntity->Classify() != CLASS_VEHICLE)
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#else
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
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&& pEntity->Classify() != CLASS_VEHICLE
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#endif
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)
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{
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EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_stab.wav", VOL_NORM, ATTN_NORM);
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m_pPlayer->m_iWeaponVolume = KNIFE_BODYHIT_VOLUME;
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