Making a weapon that heal players: Difference between revisions

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{{cleanup|Spelling and grammar.}}
{{Multiple issues|
{{pov}}
{{Dead end|date=January 2024}}
== Purpose ==
{{Orphan|date=January 2024}}
 
}}
This tutorial will teach the programmer how to create a weapon that heals players.


== Constructor ==
== Constructor ==


The following block of code is a integer variable,
The following block of code is an integer variable.
 
<source lang=cpp>
m_bDropped = 0; // This is to make sure the Medic drops it one at a time
m_bDropped = 0; // This is to make sure the Medic drops it one at a time
 
</source>
== Primary Fire ==
== Primary Fire ==


The primary fire of the weapon is to drop one health vial per shot. Comments have been added for more clarifying.
The primary fire of the weapon drops one health vial per shot. Comments have been added for clarity.


<source lang=cpp>
<source lang=cpp>
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       Vector  vForward, vRight; // Create 2 new vectors
       Vector  vForward, vRight; // Create 2 new vectors


       pPlayer->EyeVectors( &vForward, &vRight, NULL );  // Getting direction forward
       pPlayer->EyeVectors( &vForward, &vRight, NULL );  // Getting forward direction
       Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // Finding source of spawning
       Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // Find source of spawn
       trace_t tr; // Gets the trace
       trace_t tr; // Gets the trace


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       if (!pVial) // Has to have to be created to throw it
       if (!pVial) // Has to have to be created to throw it
       {
       {
         DevMsg("unable to create item\n");
         DevMsg("Unable to create item!\n");
       }else // Works
       }else // Works
       {
       {
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{
{
   if (!m_bFired){ // If it hasn't been fired,
   if (!m_bFired){ // If it hasn't been fired,
       CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of fun
       CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of this weapon


       if (!pOwner) // If owner doesn't exist
       if (!pOwner) // If owner doesn't exist
       {
       {
         return false; // Terminate code and return false
         return false; // Terminate code
       }
       }


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bool CWeaponHealer::HealPlayer( void ) // Heal player declaration
bool CWeaponHealer::HealPlayer( void ) // Heal player declaration
{
{
   m_bFired = 1; // Sets it to fired
   m_bFired = 1; // Sets it to fired "shoot"


   CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of health vial
   CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of health vial
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   if (!pOwner) // If Owner is no longer in server
   if (!pOwner) // If Owner is no longer in server
   {
   {
       return false; // Terminate code
       return false; // close code
   }
   }


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               CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" ); // Filters
               CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" ); // Filters
               EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" ); // Play HealthVial.Touch
               EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" ); // Play HealthVial.Touch sound
               pEntity->TakeHealth( 20, DMG_GENERIC ); // Damage 20 health under generic reason
               pEntity->TakeHealth( 20, DMG_GENERIC ); // Damage 20 health under generic reason
#endif
#endif
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   }
   }
}</source>
}</source>
[[Category:tutorials]]

Latest revision as of 10:06, 21 January 2024

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January 2024

Constructor

The following block of code is an integer variable.

m_bDropped = 0; // This is to make sure the Medic drops it one at a time

Primary Fire

The primary fire of the weapon drops one health vial per shot. Comments have been added for clarity.

    if (!m_bDropped) { // If the health vial hasn't been dropped, continue
#ifndef CLIENT_DLL
      CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); // Grab the wielder

      Vector   vecEye = pPlayer->EyePosition(); // Get the eye vector of the wielder
      Vector   vForward, vRight; // Create 2 new vectors

      pPlayer->EyeVectors( &vForward, &vRight, NULL );  // Getting forward direction
      Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // Find source of spawn
      trace_t tr; // Gets the trace

      UTIL_TraceHull( vecEye, vecSrc, -Vector(6,6,6), Vector(6,6,6),
         pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); // Checks if anything in front of it
      
      if ( tr.DidHit() ) // If hit
      {
         vecSrc = tr.endpos; // Drop at location
      }

   //   CheckThrowPosition( pPlayer, vecEye, vecSrc );
   //   vForward[0] += 0.1f;
      vForward[2] += 0.1f; // Something else

      Vector vecThrow;
      AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); // Get Vector for Impulse on Health Vial
      // pPlayer->GetVelocity( &vecThrow, NULL );
      VectorScale( vecThrow, 1000.0f, vecThrow ); // Scale vial down
      // vecThrow += vForward * 1200;

      CBaseEntity *pVial = NULL; // Null
      pVial = CBaseEntity::Create( "item_healthvial", pPlayer->Weapon_ShootPosition(), QAngle(80,60,0), pPlayer ); // Creates
      pVial->AddSpawnFlags(SF_NORESPAWN); // Doesn't allow respawning
      if (!pVial) // Has to have to be created to throw it
      {
         DevMsg("Unable to create item!\n");
      }else // Works
      {
         DevMsg(2, "Starting item throw (Server)\n");

         IPhysicsObject *pPhysicsObject = pVial->VPhysicsGetObject(); // Get the physic object
         if ( pPhysicsObject )
         {
            DevMsg(2, "Throwing item (Server)\n");
            pPhysicsObject->SetVelocity( &vecThrow, NULL );// Throw vial
            
         }
      }
      m_bDropped = 1; // Change flag
#endif
   } else {
      DevMsg(2, "Already dropped one. Release the button. (Server)\n"); // Let go of button
   }

Item Post Frame

This block of code will add to the ItemPostFrame in the weapon.

if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)))
   {
      m_bDropped = 0;
   }

Secondary Fire

If player(s) are too close from the medic or the gun, it will heal the player(s).

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHealer::SecondaryAttack( void ) 
{
   if (CanHealPlayer()) // Checks if it can heal
      HealPlayer(); // Run method
}

bool CWeaponHealer::CanHealPlayer( void ) // Checks boolean
{
   if (!m_bFired){ // If it hasn't been fired,
      CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of this weapon

      if (!pOwner) // If owner doesn't exist
      {
         return false; // Terminate code
      }

      Vector vecSrc, vecAiming; // Create vectors used for secondary fire

      // Take the eye position and direction
      vecSrc = pOwner->EyePosition();
      
      QAngle angles = pOwner->GetLocalAngles(); // Get local angles

      AngleVectors( angles, &vecAiming );

      trace_t tr; // Create a new trace to use

      Vector   vecEnd = vecSrc + (vecAiming * 42);
      UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
      
      if (tr.fraction < 1.0)
      {
         // Don't attach to a living creature
         if (tr.m_pEnt)
         {
            CBaseEntity *pEntity = tr.m_pEnt;
            CBaseCombatCharacter *pBCC      = ToBaseCombatCharacter( pEntity );
            if (pBCC)
            {
               if (pBCC->GetHealth()<100) // If player does not have 100 health
                  return true; // Return true to 
            }
         }
         return false; // Else return false
      }
      else
      {
         return false;
      }
   }else {return false;}
}
bool CWeaponHealer::HealPlayer( void ) // Heal player declaration
{
   m_bFired = 1; // Sets it to fired "shoot"

   CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of health vial

   if (!pOwner) // If Owner is no longer in server
   {
      return false; // close code
   }

   Vector vecSrc, vecAiming;

   // Take the eye position and direction
   vecSrc = pOwner->EyePosition();
   
   QAngle angles = pOwner->GetLocalAngles();

   AngleVectors( angles, &vecAiming );

   trace_t tr;

   Vector   vecEnd = vecSrc + (vecAiming * 42);
   UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
   
   if (tr.fraction < 1.0)
   {
      // Don't attach to a living creature
      if (tr.m_pEnt)
      {
         CBaseEntity *pEntity = tr.m_pEnt;
         if (pEntity->IsPlayer())
         {
            if (pEntity->GetHealth()<pEntity->GetMaxHealth())
            {
#ifndef CLIENT_DLL
               CBasePlayer *pPlayer = ToBasePlayer(pEntity);

               CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" ); // Filters
               EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" ); // Play HealthVial.Touch sound
               pEntity->TakeHealth( 20, DMG_GENERIC ); // Damage 20 health under generic reason
#endif
               return true;
            }
         }
      }
      return false;
   }
   else
   {
      return false;
   }
}