WEAPON_KNIFE: Implemented backstab

This commit is contained in:
Xylemon 2023-01-18 20:34:02 -08:00
parent a164607f06
commit 8628cd5f4c

View file

@ -1,5 +1,6 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2023 Gethyn ThomasQuail <xylemon@posteo.net>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -103,8 +104,9 @@ w_knife_primary(player pl)
else
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_crowbar.miss");
#ifdef SERVER
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.miss");
if (trace_fraction >= 1.0) {
return;
@ -117,15 +119,24 @@ w_knife_primary(player pl)
FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
}
// TODO
// Backstab detection
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_crowbar", 10), WEAPON_CROWBAR, DMG_BLUNT);
if (trace_ent.iBleeds) {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hitbody");
int damage = 10;
damageType_t dmgtype = DMG_BLUNT;
if (trace_ent.classname == "player") {
player otherpl = (player) trace_ent;
if (otherpl.IsFacing(pl) == false) {
damage = 500;
dmgtype = DMG_CRUSH;
}
}
Damage_Apply(trace_ent, pl, damage, WEAPON_KNIFE, dmgtype);
if (trace_ent.iBleeds) {
Weapons_Sound(pl, CHAN_WEAPON, "weapon_crowbar.hitbody");
} else {
Weapons_Sound(pl, CHAN_WEAPON, "weapon_crowbar.hit");
}
} else {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hit");
}
#endif
}