SERVER: Prevent Melee Lunge with large vertical difference

This commit is contained in:
cypress 2024-05-20 21:59:39 -07:00
parent 32f15342a5
commit 86df8159a0

View file

@ -1195,52 +1195,55 @@ void() WeaponCore_Melee =
vector trace_source = self.origin + self.view_ofs;
traceline(trace_source, trace_source + v_forward * melee_range, 0, self);
// Check if this is a Zombie limb, set to the body if so
if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
trace_ent = trace_ent.owner;
if (fabs(trace_endpos_z - trace_source_z) <= 15) {
// Check if this is a Zombie limb, set to the body if so
if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
trace_ent = trace_ent.owner;
// Target does not take damage -- no need to go any further
if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
// Hit a solid surface, so play hard melee sound.
if (trace_fraction < 1.0)
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
// Dead air, swing!
else
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
} else {
// AI has a more involved routine than other entities
if (trace_ent.aistatus == "1") {
// Play a flesh-y impact sound, spawn blood.
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
// Calculate distance to use for the Lunge velocity
float lunge_factor = fabs(vlen(trace_source - (trace_endpos - v_forward*4)));
// Perform lunge, exclusive to AI.
if (lunge_factor > WEAPONCORE_MELEE_LUNGEMIN) {
did_lunge = true;
applied_velocity = v_forward * melee_range * 6;
}
}
// Some other ent (player, button, etc.)
else {
// Never lunge in this circumstance.
did_lunge = false;
// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
if (trace_ent.flags & FL_CLIENT) {
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
} else {
// Target does not take damage -- no need to go any further
if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
// Hit a solid surface, so play hard melee sound.
if (trace_fraction < 1.0)
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
}
}
// Dead air, swing!
else
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
} else {
// AI has a more involved routine than other entities
if (trace_ent.aistatus == "1") {
// Play a flesh-y impact sound, spawn blood.
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
// Apply damage to the entity.
if (trace_ent.takedamage) {
float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
DamageHandler (trace_ent, self, melee_damage, S_KNIFE);
// Calculate distance to use for the Lunge velocity
float lunge_factor = vlen(trace_source - (trace_endpos - v_forward*4));
// Perform lunge, exclusive to AI.
if (lunge_factor > WEAPONCORE_MELEE_LUNGEMIN) {
did_lunge = true;
applied_velocity = v_forward * melee_range * 6;
applied_velocity_z = 0;
}
}
// Some other ent (player, button, etc.)
else {
// Never lunge in this circumstance.
did_lunge = false;
// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
if (trace_ent.flags & FL_CLIENT) {
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
} else {
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
}
}
// Apply damage to the entity.
if (trace_ent.takedamage) {
float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
DamageHandler (trace_ent, self, melee_damage, S_KNIFE);
}
}
}