Making a weapon that heal players: Difference between revisions
Jump to navigation
Jump to search
(Changed PoV and fixed up on spelling) |
|||
Line 3: | Line 3: | ||
== Purpose == | == Purpose == | ||
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, | |||
m_bDropped = 0; // | m_bDropped = 0; // This is to make sure the Medic drops it one at a time | ||
== | == Primary Fire == | ||
The primary fire of the weapon is to drop one health vial per shot. Comments have been added for more clarifying. | |||
<source lang=cpp> | <source lang=cpp> | ||
if (!m_bDropped) { // | if (!m_bDropped) { // If the health vial hasn't been dropped, continue | ||
#ifndef CLIENT_DLL | #ifndef CLIENT_DLL | ||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); // | CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); // Grab the wielder | ||
Vector vecEye = pPlayer->EyePosition(); // Get the eye vector | Vector vecEye = pPlayer->EyePosition(); // Get the eye vector of the wielder | ||
Vector vForward, vRight; // | Vector vForward, vRight; // Create 2 new vectors | ||
pPlayer->EyeVectors( &vForward, &vRight, NULL ); // | pPlayer->EyeVectors( &vForward, &vRight, NULL ); // Getting direction forward | ||
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // | Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // Finding source of spawning | ||
trace_t tr; // Gets the trace | |||
trace_t tr; // | |||
UTIL_TraceHull( vecEye, vecSrc, -Vector(6,6,6), Vector(6,6,6), | UTIL_TraceHull( vecEye, vecSrc, -Vector(6,6,6), Vector(6,6,6), | ||
pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); // | pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); // Checks if anything in front of it | ||
if ( tr.DidHit() ) // | if ( tr.DidHit() ) // If hit | ||
{ | { | ||
vecSrc = tr.endpos; // | vecSrc = tr.endpos; // Drop at location | ||
} | } | ||
// CheckThrowPosition( pPlayer, vecEye, vecSrc ); | // CheckThrowPosition( pPlayer, vecEye, vecSrc ); | ||
// vForward[0] += 0.1f; | // vForward[0] += 0.1f; | ||
vForward[2] += 0.1f; // | vForward[2] += 0.1f; // Something else | ||
Vector vecThrow; | Vector vecThrow; | ||
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); // | AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); // Get Vector for Impulse on Health Vial | ||
// pPlayer->GetVelocity( &vecThrow, NULL ); | // pPlayer->GetVelocity( &vecThrow, NULL ); | ||
VectorScale( vecThrow, 1000.0f, vecThrow ); // | VectorScale( vecThrow, 1000.0f, vecThrow ); // Scale vial down | ||
// vecThrow += vForward * 1200; | // vecThrow += vForward * 1200; | ||
CBaseEntity *pVial = NULL; // | CBaseEntity *pVial = NULL; // Null | ||
pVial = CBaseEntity::Create( "item_healthvial", pPlayer->Weapon_ShootPosition(), QAngle(80,60,0), pPlayer ); // Creates | |||
pVial = CBaseEntity::Create( "item_healthvial", pPlayer->Weapon_ShootPosition(), QAngle(80,60,0), pPlayer ); | pVial->AddSpawnFlags(SF_NORESPAWN); // Doesn't allow respawning | ||
pVial->AddSpawnFlags(SF_NORESPAWN); // | if (!pVial) // Has to have to be created to throw it | ||
if (!pVial) // have to | |||
{ | { | ||
DevMsg("unable to create item\n"); | DevMsg("unable to create item\n"); | ||
}else // | }else // Works | ||
{ | { | ||
DevMsg(2, "Starting item throw (Server)\n"); | DevMsg(2, "Starting item throw (Server)\n"); | ||
IPhysicsObject *pPhysicsObject = pVial->VPhysicsGetObject(); // | IPhysicsObject *pPhysicsObject = pVial->VPhysicsGetObject(); // Get the physic object | ||
if ( pPhysicsObject ) | if ( pPhysicsObject ) | ||
{ | { | ||
DevMsg(2, "Throwing item (Server)\n"); | DevMsg(2, "Throwing item (Server)\n"); | ||
pPhysicsObject->SetVelocity( &vecThrow, NULL );// | pPhysicsObject->SetVelocity( &vecThrow, NULL );// Throw vial | ||
} | } | ||
} | } | ||
m_bDropped = 1; // | m_bDropped = 1; // Change flag | ||
#endif | #endif | ||
} else { | } else { | ||
DevMsg(2, "Already dropped one. Release the button. (Server)\n"); // | DevMsg(2, "Already dropped one. Release the button. (Server)\n"); // Let go of button | ||
}</source> | }</source> | ||
== | == Item Post Frame == | ||
This block of code will add to the ItemPostFrame in the weapon. | |||
<source lang=cpp>if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD))) | <source lang=cpp>if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD))) | ||
Line 82: | Line 80: | ||
== Secondary Fire == | == Secondary Fire == | ||
If | If player(s) are too close from the medic or the gun, it will heal the player(s). | ||
<source lang=cpp> | <source lang=cpp> | ||
Line 88: | Line 86: | ||
// Purpose: | // Purpose: | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
void CWeaponHealer::SecondaryAttack( void ) | void CWeaponHealer::SecondaryAttack( void ) | ||
{ | { | ||
if (CanHealPlayer()) | if (CanHealPlayer()) // Checks if it can heal | ||
HealPlayer(); | HealPlayer(); // Run method | ||
} | } | ||
bool CWeaponHealer::CanHealPlayer( void ) | bool CWeaponHealer::CanHealPlayer( void ) // Checks boolean | ||
{ | { | ||
if (!m_bFired){ | if (!m_bFired){ // If it hasn't been fired, | ||
CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); | CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of fun | ||
if (!pOwner) | if (!pOwner) // If owner doesn't exist | ||
{ | { | ||
return false; | return false; // Terminate code and return false | ||
} | } | ||
Vector vecSrc, vecAiming; | Vector vecSrc, vecAiming; // Create vectors used for secondary fire | ||
// Take the eye position and direction | // Take the eye position and direction | ||
vecSrc = pOwner->EyePosition(); | vecSrc = pOwner->EyePosition(); | ||
QAngle angles = pOwner->GetLocalAngles(); | QAngle angles = pOwner->GetLocalAngles(); // Get local angles | ||
AngleVectors( angles, &vecAiming ); | AngleVectors( angles, &vecAiming ); | ||
trace_t tr; | trace_t tr; // Create a new trace to use | ||
Vector vecEnd = vecSrc + (vecAiming * 42); | Vector vecEnd = vecSrc + (vecAiming * 42); | ||
Line 120: | Line 118: | ||
if (tr.fraction < 1.0) | if (tr.fraction < 1.0) | ||
{ | { | ||
// Don | // Don't attach to a living creature | ||
if (tr.m_pEnt) | if (tr.m_pEnt) | ||
{ | { | ||
Line 127: | Line 125: | ||
if (pBCC) | if (pBCC) | ||
{ | { | ||
if (pBCC->GetHealth()<100) | if (pBCC->GetHealth()<100) // If player does not have 100 health | ||
return true; | return true; // Return true to | ||
} | } | ||
} | } | ||
return false; | return false; // Else return false | ||
} | } | ||
else | else | ||
Line 139: | Line 137: | ||
}else {return false;} | }else {return false;} | ||
} | } | ||
bool CWeaponHealer::HealPlayer( void ) | bool CWeaponHealer::HealPlayer( void ) // Heal player declaration | ||
{ | { | ||
m_bFired = 1; | m_bFired = 1; // Sets it to fired | ||
CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); | CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of health vial | ||
if (!pOwner) | if (!pOwner) // If Owner is no longer in server | ||
{ | { | ||
return false; | return false; // Terminate code | ||
} | } | ||
Line 166: | Line 164: | ||
if (tr.fraction < 1.0) | if (tr.fraction < 1.0) | ||
{ | { | ||
// Don | // Don't attach to a living creature | ||
if (tr.m_pEnt) | if (tr.m_pEnt) | ||
{ | { | ||
Line 177: | Line 175: | ||
CBasePlayer *pPlayer = ToBasePlayer(pEntity); | CBasePlayer *pPlayer = ToBasePlayer(pEntity); | ||
CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" ); | CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" ); // Filters | ||
EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" ); | EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" ); // Play HealthVial.Touch | ||
pEntity->TakeHealth( 20, DMG_GENERIC ); | pEntity->TakeHealth( 20, DMG_GENERIC ); // Damage 20 health under generic reason | ||
#endif | #endif | ||
return true; | return true; |
Revision as of 23:41, 7 October 2012

This article or section needs to be cleaned up to conform to a higher standard of quality because:
Spelling and grammar.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
This article or section should be converted to third person to conform to wiki standards.
Purpose
This tutorial will teach the programmer how to create a weapon that heals players.
Constructor
The following block of code is a 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 is to drop one health vial per shot. Comments have been added for more clarifying.
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 direction forward
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; // Finding source of spawning
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 fun
if (!pOwner) // If owner doesn't exist
{
return false; // Terminate code and return false
}
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
CHL2MP_Player *pOwner = ToHL2MPPlayer( GetOwner() ); // Get owner of health vial
if (!pOwner) // If Owner is no longer in server
{
return false; // Terminate 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
pEntity->TakeHealth( 20, DMG_GENERIC ); // Damage 20 health under generic reason
#endif
return true;
}
}
}
return false;
}
else
{
return false;
}
}