mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
e1d1c11992
* trace flags * remove unused flags * add FTRACE_KNIFE flag
641 lines
15 KiB
C++
641 lines
15 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_knife, CKnife, CCSKnife)
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void CKnife::Spawn()
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{
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Precache();
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m_iId = WEAPON_KNIFE;
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SET_MODEL(edict(), "models/w_knife.mdl");
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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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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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// extend
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CBasePlayerWeapon::Spawn();
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}
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void CKnife::Precache()
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{
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PRECACHE_MODEL("models/v_knife.mdl");
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PRECACHE_MODEL("models/shield/v_shield_knife.mdl");
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PRECACHE_MODEL("models/w_knife.mdl");
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PRECACHE_SOUND("weapons/knife_deploy1.wav");
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PRECACHE_SOUND("weapons/knife_hit1.wav");
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PRECACHE_SOUND("weapons/knife_hit2.wav");
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PRECACHE_SOUND("weapons/knife_hit3.wav");
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PRECACHE_SOUND("weapons/knife_hit4.wav");
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PRECACHE_SOUND("weapons/knife_slash1.wav");
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PRECACHE_SOUND("weapons/knife_slash2.wav");
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PRECACHE_SOUND("weapons/knife_stab.wav");
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PRECACHE_SOUND("weapons/knife_hitwall1.wav");
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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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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = nullptr;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 2;
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p->iPosition = 1;
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p->iId = WEAPON_KNIFE;
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p->iFlags = 0;
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p->iWeight = KNIFE_WEIGHT;
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return 1;
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}
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BOOL CKnife::Deploy()
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{
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/knife_deploy1.wav", 0.3, 2.4);
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m_iSwing = 0;
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m_fMaxSpeed = KNIFE_MAX_SPEED;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_pPlayer->m_bShieldDrawn = false;
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if (m_pPlayer->HasShield())
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{
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return DefaultDeploy("models/shield/v_shield_knife.mdl", "models/shield/p_shield_knife.mdl", KNIFE_SHIELD_DRAW, "shieldknife", UseDecrement() != FALSE);
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}
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else
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return DefaultDeploy("models/v_knife.mdl", "models/p_knife.mdl", KNIFE_DRAW, "knife", UseDecrement() != FALSE);
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}
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void CKnife::Holster(int skiplocal)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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NOXREF void CKnife::WeaponAnimation(int iAnimation)
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{
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int flag;
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#ifdef CLIENT_WEAPONS
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flag = FEV_NOTHOST;
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#else
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flag = 0;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usKnife,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero,
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0.0,
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0.0,
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iAnimation, 2, 3, 4);
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}
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity)
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{
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int i, j, k;
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float distance;
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float *minmaxs[2] = { mins, maxs };
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TraceResult tmpTrace;
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Vector vecHullEnd = tr.vecEndPos;
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Vector vecEnd;
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distance = 1e6f;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc) * 2);
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceLine(vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace);
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if (tmpTrace.flFraction < 1.0f)
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{
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tr = tmpTrace;
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return;
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}
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for (i = 0; i < 2; i++)
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{
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for (j = 0; j < 2; j++)
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{
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for (k = 0; k < 2; k++)
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace);
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if (tmpTrace.flFraction < 1.0f)
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{
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real_t thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
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if (thisDistance < distance)
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{
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tr = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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void CKnife::PrimaryAttack()
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{
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Swing(TRUE);
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}
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void CKnife::SetPlayerShieldAnim()
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{
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if (!m_pPlayer->HasShield())
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return;
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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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{
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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, "shieldknife");
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}
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}
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bool CKnife::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
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{
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if (!m_pPlayer->HasShield())
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{
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return false;
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}
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldknife");
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m_fMaxSpeed = KNIFE_MAX_SPEED;
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m_pPlayer->m_bShieldDrawn = false;
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}
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else
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{
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m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
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SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");
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m_fMaxSpeed = KNIFE_MAX_SPEED_SHIELD;
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m_pPlayer->m_bShieldDrawn = true;
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}
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m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN);
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m_pPlayer->ResetMaxSpeed();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
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return true;
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}
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void CKnife::SecondaryAttack()
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{
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if (!ShieldSecondaryFire(KNIFE_SHIELD_UP, KNIFE_SHIELD_DOWN))
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{
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Stab(TRUE);
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pev->nextthink = UTIL_WeaponTimeBase() + 0.35f;
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}
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}
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void CKnife::Smack()
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{
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR, false, m_pPlayer->pev, false);
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}
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void CKnife::SwingAgain()
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{
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Swing(FALSE);
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}
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void CKnife::WeaponIdle()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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if (m_pPlayer->m_bShieldDrawn)
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return;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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// only idle if the slid isn't back
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SendWeaponAnim(KNIFE_IDLE, UseDecrement() != FALSE);
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}
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BOOL CKnife::Swing(BOOL fFirst)
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{
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BOOL fDidHit = FALSE;
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TraceResult tr;
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Vector vecSrc, vecEnd;
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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 * KnifeSwingDistance();
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr);
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if (tr.flFraction >= 1.0f)
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{
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, m_pPlayer->edict(), &tr);
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#ifdef REGAMEDLL_ADD
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// We manually reset it because Engine doesn't unlike TraceLine
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gpGlobals->trace_flags = 0;
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#endif
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if (tr.flFraction < 1.0f)
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
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if (!pHit || pHit->IsBSPModel())
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{
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FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict());
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}
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// This is the point on the actual surface (the hull could have hit space)
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vecEnd = tr.vecEndPos;
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}
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}
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if (tr.flFraction >= 1.0f)
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{
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if (fFirst)
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{
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if (!m_pPlayer->HasShield())
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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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}
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// miss
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m_flNextPrimaryAttack = GetNextAttackDelay(0.35);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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else
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{
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SendWeaponAnim(KNIFE_SHIELD_ATTACKHIT, UseDecrement() != FALSE);
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.2f;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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// play wiff or swish sound
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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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}
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}
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else
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{
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// hit
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fDidHit = TRUE;
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if (!m_pPlayer->HasShield())
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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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}
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m_flNextPrimaryAttack = GetNextAttackDelay(0.4);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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else
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{
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SendWeaponAnim(KNIFE_SHIELD_ATTACKHIT, UseDecrement() != FALSE);
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.2f;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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// play thwack, smack, or dong sound
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float flVol = 1.0f;
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int fHitWorld = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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SetPlayerShieldAnim();
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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ClearMultiDamage();
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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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#ifndef REGAMEDLL_FIXES
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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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&& 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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}
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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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flVol = 0.1f;
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fHitWorld = FALSE;
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}
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}
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// play texture hit sound
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
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if (fHitWorld)
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{
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR);
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//fvolbar = 1.0;
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if (RANDOM_LONG(0, 1) > 1)
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{
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fHitWorld = FALSE;
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}
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}
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if (!fHitWorld)
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{
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// delay the decal a bit
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m_trHit = tr;
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SetThink(&CKnife::Smack);
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
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m_pPlayer->m_iWeaponVolume = int(flVol * KNIFE_WALLHIT_VOLUME);
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ResetPlayerShieldAnim();
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}
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else
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{
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// also play knife strike
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EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/knife_hitwall1.wav", VOL_NORM, ATTN_NORM, 0, RANDOM_LONG(0, 3) + 98);
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}
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}
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return fDidHit;
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}
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BOOL CKnife::Stab(BOOL fFirst)
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{
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BOOL fDidHit = FALSE;
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TraceResult tr;
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Vector vecSrc, vecEnd;
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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 * KnifeStabDistance();
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr);
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if (tr.flFraction >= 1.0f)
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{
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#ifdef REGAMEDLL_ADD
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gpGlobals->trace_flags = FTRACE_KNIFE;
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#endif
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UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, m_pPlayer->edict(), &tr);
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#ifdef REGAMEDLL_ADD
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// We manually reset it because Engine doesn't unlike TraceLine
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gpGlobals->trace_flags = 0;
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#endif
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if (tr.flFraction < 1.0f)
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
|
|
// This is and approximation of the "best" intersection
|
|
CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
|
|
|
|
if (!pHit || pHit->IsBSPModel())
|
|
{
|
|
FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict());
|
|
}
|
|
|
|
// This is the point on the actual surface (the hull could have hit space)
|
|
vecEnd = tr.vecEndPos;
|
|
}
|
|
}
|
|
|
|
if (tr.flFraction >= 1.0f)
|
|
{
|
|
if (fFirst)
|
|
{
|
|
SendWeaponAnim(KNIFE_STABMISS, UseDecrement() != FALSE);
|
|
#ifdef REGAMEDLL_FIXES
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
|
|
#endif
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
|
|
|
|
// play wiff or swish sound
|
|
EMIT_SOUND_DYN(m_pPlayer->edict(),
|
|
CHAN_WEAPON,
|
|
RANDOM_LONG(0, 1) ?
|
|
"weapons/knife_slash1.wav" :
|
|
"weapons/knife_slash2.wav",
|
|
VOL_NORM,
|
|
ATTN_NORM,
|
|
0,
|
|
94);
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// hit
|
|
fDidHit = TRUE;
|
|
|
|
SendWeaponAnim(KNIFE_STABHIT, UseDecrement() != FALSE);
|
|
#ifdef REGAMEDLL_FIXES
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
|
|
#endif
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(1.1);
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.1f;
|
|
|
|
// play thwack, smack, or dong sound
|
|
float flVol = 1.0f;
|
|
int fHitWorld = TRUE;
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
|
|
float flDamage = KnifeStabDamage();
|
|
|
|
if (pEntity && pEntity->IsPlayer())
|
|
{
|
|
Vector2D vec2LOS;
|
|
float flDot;
|
|
Vector vMyForward = gpGlobals->v_forward;
|
|
|
|
UTIL_MakeVectors(pEntity->pev->angles);
|
|
|
|
vec2LOS = vMyForward.Make2D();
|
|
vec2LOS = vec2LOS.Normalize();
|
|
|
|
flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D());
|
|
|
|
// Multiply the damage if we are stabbing them in the back.
|
|
if (flDot > 0.80f)
|
|
{
|
|
flDamage *= KnifeBackStabMultiplier();
|
|
}
|
|
}
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
|
|
ClearMultiDamage();
|
|
|
|
pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, (DMG_NEVERGIB | DMG_BULLET));
|
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (pEntity) // -V595
|
|
#endif
|
|
{
|
|
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
|
|
#ifdef REGAMEDLL_FIXES
|
|
&& pEntity->Classify() != CLASS_VEHICLE
|
|
#endif
|
|
)
|
|
{
|
|
EMIT_SOUND(m_pPlayer->edict(), CHAN_WEAPON, "weapons/knife_stab.wav", VOL_NORM, ATTN_NORM);
|
|
m_pPlayer->m_iWeaponVolume = KNIFE_BODYHIT_VOLUME;
|
|
|
|
if (!pEntity->IsAlive())
|
|
return TRUE;
|
|
else
|
|
flVol = 0.1f;
|
|
|
|
fHitWorld = FALSE;
|
|
}
|
|
}
|
|
|
|
// play texture hit sound
|
|
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
|
|
|
|
if (fHitWorld)
|
|
{
|
|
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR);
|
|
//fvolbar = 1.0;
|
|
|
|
if (RANDOM_LONG(0, 1) > 1)
|
|
{
|
|
fHitWorld = FALSE;
|
|
}
|
|
}
|
|
|
|
if (!fHitWorld)
|
|
{
|
|
// delay the decal a bit
|
|
m_trHit = tr;
|
|
m_pPlayer->m_iWeaponVolume = int(flVol * KNIFE_WALLHIT_VOLUME);
|
|
|
|
SetThink(&CKnife::Smack);
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
|
|
|
|
ResetPlayerShieldAnim();
|
|
}
|
|
else
|
|
{
|
|
// also play knife strike
|
|
EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/knife_hitwall1.wav", VOL_NORM, ATTN_NORM, 0, RANDOM_LONG(0, 3) + 98);
|
|
}
|
|
}
|
|
|
|
return fDidHit;
|
|
}
|