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SERVER: Prevent Melee Lunge with large vertical difference
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parent
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commit
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1 changed files with 46 additions and 43 deletions
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@ -1195,52 +1195,55 @@ void() WeaponCore_Melee =
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vector trace_source = self.origin + self.view_ofs;
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traceline(trace_source, trace_source + v_forward * melee_range, 0, self);
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// Check if this is a Zombie limb, set to the body if so
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if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
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trace_ent = trace_ent.owner;
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if (fabs(trace_endpos_z - trace_source_z) <= 15) {
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// Check if this is a Zombie limb, set to the body if so
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if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
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trace_ent = trace_ent.owner;
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// Target does not take damage -- no need to go any further
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if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
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// Hit a solid surface, so play hard melee sound.
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if (trace_fraction < 1.0)
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
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// Dead air, swing!
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else
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
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} else {
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// AI has a more involved routine than other entities
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if (trace_ent.aistatus == "1") {
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// Play a flesh-y impact sound, spawn blood.
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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// Calculate distance to use for the Lunge velocity
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float lunge_factor = fabs(vlen(trace_source - (trace_endpos - v_forward*4)));
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// Perform lunge, exclusive to AI.
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if (lunge_factor > WEAPONCORE_MELEE_LUNGEMIN) {
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did_lunge = true;
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applied_velocity = v_forward * melee_range * 6;
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}
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}
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// Some other ent (player, button, etc.)
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else {
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// Never lunge in this circumstance.
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did_lunge = false;
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// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
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if (trace_ent.flags & FL_CLIENT) {
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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} else {
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// Target does not take damage -- no need to go any further
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if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
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// Hit a solid surface, so play hard melee sound.
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if (trace_fraction < 1.0)
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
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}
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}
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// Dead air, swing!
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else
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
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} else {
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// AI has a more involved routine than other entities
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if (trace_ent.aistatus == "1") {
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// Play a flesh-y impact sound, spawn blood.
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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// Apply damage to the entity.
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if (trace_ent.takedamage) {
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float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
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DamageHandler (trace_ent, self, melee_damage, S_KNIFE);
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// Calculate distance to use for the Lunge velocity
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float lunge_factor = vlen(trace_source - (trace_endpos - v_forward*4));
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// Perform lunge, exclusive to AI.
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if (lunge_factor > WEAPONCORE_MELEE_LUNGEMIN) {
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did_lunge = true;
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applied_velocity = v_forward * melee_range * 6;
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applied_velocity_z = 0;
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}
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}
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// Some other ent (player, button, etc.)
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else {
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// Never lunge in this circumstance.
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did_lunge = false;
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// Is this a player? Play the body hit sound and spawn blood, otherwise, solid swing.
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if (trace_ent.flags & FL_CLIENT) {
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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} else {
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
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}
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}
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// Apply damage to the entity.
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if (trace_ent.takedamage) {
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float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
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DamageHandler (trace_ent, self, melee_damage, S_KNIFE);
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}
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}
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}
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