//----------------------------------------------------------------------------- // Purpose: Gets event from anim stream and throws the object // Input : // Output : //----------------------------------------------------------------------------- void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_THROW: { CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); if (!pNPC) { return; } CBaseEntity *pEnemy = pNPC->GetEnemy(); if (!pEnemy) { return; } Vector vec_target = pNPC->GetEnemyLKP(); // ----------------------------------------------------- // Get position of throw // ----------------------------------------------------- // If owner has a hand, set position to the hand bone position Vector launchPos; int iBIndex = pNPC->LookupBone("Bip01 R Hand"); if (iBIndex != -1) { Vector origin; QAngle angles; pNPC->GetBonePosition( iBIndex, launchPos, angles); } // Otherwise just set to in front of the owner else { Vector vFacingDir = pNPC->BodyDirection2D( ); vFacingDir = vFacingDir * 60.0; launchPos = pNPC->GetAbsOrigin()+vFacingDir; } //Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 ); ThrowMolotov( launchPos, m_vecTossVelocity); // Drop the weapon and remove as no more ammo pNPC->Weapon_Drop( this ); UTIL_Remove( this ); } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
int CWeaponCrowbar::WeaponMeleeAttack1Condition( float flDot, float flDist ) { // Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!) 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_crowbar_lead_time.GetFloat(); dt += random->RandomFloat( -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; }
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist ) { // Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!) CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); CBaseEntity *pEnemy = pNPC->GetEnemy(); if (!pEnemy) return COND_NONE; Vector vecVelocity; AngularImpulse angVelocity; pEnemy->GetVelocity( &vecVelocity, &angVelocity ); // Project where the enemy will be in a little while, add some randomness so he doesn't always hit float dt = sk_crowbar_lead_time.GetFloat(); dt += random->RandomFloat( -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 flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() ); if ((flDot < 0.7) && (flExtrapolatedDot < 0.7)) { return COND_NOT_FACING_ATTACK; } float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() ); if( pEnemy->IsPlayer() ) { //Vector vecDir = pEnemy->GetSmoothedVelocity(); //float flSpeed = VectorNormalize( vecDir ); // If player will be in front of me in one-half second, clock his arse. Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35); Vector vecProjectMe = GetAbsOrigin(); if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f ) { return COND_CAN_MELEE_ATTACK1; } } /* if( metropolice_move_and_melee.GetBool() ) { if( pNPC->IsMoving() ) { flTargetDist *= 1.5f; } } */ float flTargetDist = 48.0f; if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist)) { return COND_TOO_FAR_TO_ATTACK; } return COND_CAN_MELEE_ATTACK1; }