Making a weapon that heal players

From Valve Developer Community
Jump to: navigation, search
Wikipedia - Letter.png
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
Dead End - Icon.png
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
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;
   }
}