Making a weapon that heal players: Difference between revisions
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(Removed PoV template and edited cleanup parameter a bit) |
m (Fixed Constructor to have CPP code instead of WikiText. My bad!) |
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The following block of code is a integer variable, | The following block of code is a 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 == | ||
Revision as of 23:46, 7 October 2012

This article or section needs to be cleaned up to conform to a higher standard of quality because:
Possible spelling and grammar mistakes
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.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;
}
}