Making a weapon that heal players
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)
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
January 2024
This article is an orphan, meaning that few or no articles link to it.
You can help by adding links to this article from other relevant articles.
January 2024
You can help by adding links to this article from other relevant articles.
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;
}
}