Combat Knife

Combat Knife 1.0a

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Код:
/* AMX Mod X
*    Combat Knife.
*
* http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community
*
* This file is provided as is (no warranties)
*/

#pragma semicolon 1
#pragma ctrlchar '\'

#include <amxmodx>
#include <hamsandwich>
#include <hl_wpnmod>
#include <xs>


#define PLUGIN "Combat Knife"
#define VERSION "1.0a"
#define AUTHOR "KORD_12.7"


// Weapon settings
#define WEAPON_NAME             "weapon_knife"
#define WEAPON_SLOT            1
#define WEAPON_POSITION            3 // NULL
#define WEAPON_PRIMARY_AMMO        ""
#define WEAPON_PRIMARY_AMMO_MAX        -1
#define WEAPON_SECONDARY_AMMO        "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX    -1
#define WEAPON_MAX_CLIP            -1
#define WEAPON_DEFAULT_AMMO        -1
#define WEAPON_FLAGS            0
#define WEAPON_WEIGHT            0
#define WEAPON_DAMAGE            10.0
#define WEAPON_DAMAGE_STAB        40.0
#define WEAPON_DAMAGE_BACK        1000.0

#define    KNIFE_BODYHIT_VOLUME        128
#define    KNIFE_WALLHIT_VOLUME        512

// Hud
#define WEAPON_HUD_TXT            "sprites/weapon_knife.txt"
#define WEAPON_HUD_SPR            "sprites/weapon_knife.spr"

// Models
#define MODEL_WORLD            "models/w_knife.mdl"
#define MODEL_VIEW            "models/v_knife.mdl"
#define MODEL_PLAYER            "models/p_knife.mdl"

// Sounds
#define SOUND_MISS_1            "weapons/knife1.wav"
#define SOUND_MISS_2            "weapons/knife2.wav"
#define SOUND_MISS_3            "weapons/knife3.wav"
#define SOUND_HIT_WALL_1        "weapons/knife_hit_wall1.wav"
#define SOUND_HIT_WALL_2        "weapons/knife_hit_wall2.wav"
#define SOUND_HIT_FLESH_1        "weapons/knife_hit_flesh1.wav"
#define SOUND_HIT_FLESH_2        "weapons/knife_hit_flesh2.wav"

// Animation
#define ANIM_EXTENSION            "crowbar"

enum _:Animation
{
    ANIM_IDLE = 0,
    ANIM_DRAW,
    ANIM_HOLSTER,
    ANIM_ATTACK1HIT,
    ANIM_ATTACK1MISS,
    ANIM_ATTACK2MISS,
    ANIM_ATTACK2HIT,
    ANIM_ATTACK3MISS,
    ANIM_ATTACK3HIT,
    ANIM_IDLE2,
    ANIM_IDLE3,
    ANIM_CHARGE,
    ANIM_STAB
};

//**********************************************
//* Precache resources                         *
//**********************************************

public plugin_precache()
{
    PRECACHE_MODEL(MODEL_VIEW);
    PRECACHE_MODEL(MODEL_WORLD);
    PRECACHE_MODEL(MODEL_PLAYER);
    
    PRECACHE_SOUND(SOUND_MISS_1);
    PRECACHE_SOUND(SOUND_MISS_2);
    PRECACHE_SOUND(SOUND_MISS_3);
    PRECACHE_SOUND(SOUND_HIT_WALL_1);
    PRECACHE_SOUND(SOUND_HIT_WALL_2);
    PRECACHE_SOUND(SOUND_HIT_FLESH_1);
    PRECACHE_SOUND(SOUND_HIT_FLESH_2);
    
    PRECACHE_GENERIC(WEAPON_HUD_TXT);
    PRECACHE_GENERIC(WEAPON_HUD_SPR);
}

//**********************************************
//* Register weapon.                           *
//**********************************************

public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR);
    
    new iKnife = wpnmod_register_weapon
    
    (
        WEAPON_NAME,
        WEAPON_SLOT,
        WEAPON_POSITION,
        WEAPON_PRIMARY_AMMO,
        WEAPON_PRIMARY_AMMO_MAX,
        WEAPON_SECONDARY_AMMO,
        WEAPON_SECONDARY_AMMO_MAX,
        WEAPON_MAX_CLIP,
        WEAPON_FLAGS,
        WEAPON_WEIGHT
    );
    
    wpnmod_register_weapon_forward(iKnife, Fwd_Wpn_Spawn, "Knife_Spawn");
    wpnmod_register_weapon_forward(iKnife, Fwd_Wpn_Deploy, "Knife_Deploy");
    wpnmod_register_weapon_forward(iKnife, Fwd_Wpn_Idle, "Knife_Idle");
    wpnmod_register_weapon_forward(iKnife, Fwd_Wpn_PrimaryAttack, "Knife_PrimaryAttack");
    wpnmod_register_weapon_forward(iKnife, Fwd_Wpn_SecondaryAttack, "Knife_SecondaryAttack");
}

//**********************************************
//* Weapon spawn.                              *
//**********************************************

public Knife_Spawn(const iItem)
{
    // Setting world model
    SET_MODEL(iItem, MODEL_WORLD);
}

//**********************************************
//* Deploys the weapon.                        *
//**********************************************

public Knife_Deploy(const iItem, const iPlayer, const iClip)
{
    return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, ANIM_DRAW, ANIM_EXTENSION);
}

//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************

public Knife_Idle(const iItem)
{
    if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
    {
        return;
    }
    
    new iAnim;
    new Float: flRand;
    new Float: flNextIdle;
    
    if ((flRand = random_float(0.0, 1.0)) <= 0.8)
    {
        iAnim = ANIM_IDLE2;
        flNextIdle = 5.4;
    }
    else if (flRand <= 0.9)
    {
        iAnim = ANIM_IDLE;
        flNextIdle = 2.7;
    }
    else
    {
        iAnim = ANIM_IDLE3;
        flNextIdle = 5.4;
    }
    
    wpnmod_send_weapon_anim(iItem, iAnim);
    wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, flNextIdle);
}

//**********************************************
//* The main attack of a weapon is triggered.  *
//**********************************************

public Knife_PrimaryAttack(const iItem, const iPlayer)
{
    switch (random_num(0, 2))
    {
        case 0: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
        case 1: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
        case 2: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_3, 1.0, ATTN_NORM, 0, PITCH_NORM);
    }
    
    if (!Knife_Swing(iItem, iPlayer, 1, 0))
    {
        wpnmod_set_think(iItem, "Knife_SwingAgain");
        set_pev(iItem, pev_nextthink, get_gametime() + 0.1);
    }

    wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 5.0);
}

//**********************************************
//* Secondary attack of a weapon is triggered. *
//**********************************************

public Knife_SecondaryAttack(const iItem)
{
    wpnmod_set_think(iItem, "Knife_Stab");
    wpnmod_send_weapon_anim(iItem, ANIM_CHARGE);
    
    wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 1.4);
    wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 1.4);
    wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 5.0);
    
    set_pev(iItem, pev_nextthink, get_gametime() + 0.7);
}

//**********************************************
//* Knife damage functions.                    *
//**********************************************

FindHullIntersection(const Float: vecSrc[3], &iTrace, const Float: vecMins[3], const Float: vecMaxs[3], const iEntity)
{
    new i, j, k;
    new iTempTrace;
    
    new Float: vecEnd[3];
    new Float: flDistance;
    new Float: flFraction;
    new Float: vecEndPos[3];
    new Float: vecHullEnd[3];
    new Float: flThisDistance;
    new Float: vecMinMaxs[2][3];
    
    flDistance = 999999.0;
    
    xs_vec_copy(vecMins, vecMinMaxs[0]);
    xs_vec_copy(vecMaxs, vecMinMaxs[1]);
    
    get_tr2(iTrace, TR_vecEndPos, vecHullEnd);
    
    xs_vec_sub(vecHullEnd, vecSrc, vecHullEnd);
    xs_vec_mul_scalar(vecHullEnd, 2.0, vecHullEnd);
    xs_vec_add(vecHullEnd, vecSrc, vecHullEnd);
    
    engfunc(EngFunc_TraceLine, vecSrc, vecHullEnd, DONT_IGNORE_MONSTERS, iEntity, (iTempTrace = create_tr2()));
    get_tr2(iTempTrace, TR_flFraction, flFraction);
    
    if (flFraction < 1.0)
    {
        free_tr2(iTrace);
        
        iTrace = iTempTrace;
        return;
    }
    
    for (i = 0; i < 2; i++)
    {
        for (j = 0; j < 2; j++)
        {
            for (k = 0; k < 2; k++)
            {
                vecEnd[0] = vecHullEnd[0] + vecMinMaxs[i][0];
                vecEnd[1] = vecHullEnd[1] + vecMinMaxs[j][1];
                vecEnd[2] = vecHullEnd[2] + vecMinMaxs[k][2];
                
                engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, iEntity, iTempTrace);
                get_tr2(iTempTrace, TR_flFraction, flFraction);
                
                if (flFraction < 1.0)
                {
                    get_tr2(iTempTrace, TR_vecEndPos, vecEndPos);
                    xs_vec_sub(vecEndPos, vecSrc, vecEndPos);
                    
                    if ((flThisDistance = xs_vec_len(vecEndPos)) < flDistance)
                    {
                        free_tr2(iTrace);
                        
                        iTrace = iTempTrace;
                        flDistance = flThisDistance;
                    }
                }
            }
        }
    }
}

Knife_Swing(const iItem, const iPlayer, const iFirst, const iStab)
{
    #define Offset_trHit Offset_iuser1
    #define Offset_iSwing Offset_iuser2
    
    #define Instance(%0) ((%0 == -1) ? 0 : %0)
    
    new iClass;
    new iTrace;
    new iSwing;
    new iDidHit;
    new iEntity;
    new iHitWorld;
    
    new Float: vecSrc[3];
    new Float: vecEnd[3];
    new Float: vecAngle[3];
    new Float: vecRight[3];
    new Float: vecForward[3];
    
    new Float: flDamage;
    new Float: flFraction;
    
    iTrace = create_tr2();
    iSwing = wpnmod_get_offset_int(iItem, Offset_iSwing);
    
    pev(iPlayer, pev_v_angle, vecAngle);
    engfunc(EngFunc_MakeVectors, vecAngle);
    
    GetGunPosition(iPlayer, vecSrc);
    
    global_get(glb_v_right, vecRight);
    global_get(glb_v_forward, vecForward);
    
    if (!iStab)
    {
        xs_vec_mul_scalar(vecForward, 32.0, vecForward);
        xs_vec_add(vecForward, vecSrc, vecEnd);
    }
    else
    {
        xs_vec_mul_scalar(vecRight, 6.0, vecRight);
        xs_vec_mul_scalar(vecForward, 42.0, vecForward);
        
        xs_vec_add(vecRight, vecForward, vecForward);
        xs_vec_add(vecForward, vecSrc, vecEnd);
    }
    
    engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, iPlayer, iTrace);
    get_tr2(iTrace, TR_flFraction, flFraction);
    
    if (flFraction >= 1.0)
    {
        engfunc(EngFunc_TraceHull, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, HULL_HEAD, iPlayer, iTrace);
        get_tr2(iTrace, TR_flFraction, flFraction);
        
        if (flFraction < 1.0)
        {
            new iHit = Instance(get_tr2(iTrace, TR_pHit));
            
            if (!iHit || ExecuteHamB(Ham_IsBSPModel, iHit))
            {
                FindHullIntersection(vecSrc, iTrace, Float: {-16.0, -16.0, -18.0}, Float: {16.0,  16.0,  18.0}, iPlayer);
            }
            
            get_tr2(iTrace, TR_vecEndPos, vecEnd);
        }
    }
    
    get_tr2(iTrace, TR_flFraction, flFraction);
    
    if (flFraction >= 1.0)
    {
        if (iFirst)
        {
            if (!iStab)
            {       
                switch ((iSwing++) % 3)
                {
                    case 0: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK1MISS);
                    case 1: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK2MISS);
                    case 2: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK3MISS);
                }
                    
                wpnmod_set_offset_int(iItem, Offset_iSwing, iSwing);
                wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.5);
                wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.5);
            }
            
            wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
        }
    }
    else
    {
        if (!iStab)
        {   
            switch ((iSwing++) % 3)
            {
                case 0: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK1HIT);
                case 1: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK2HIT);
                case 2: wpnmod_send_weapon_anim(iItem, ANIM_ATTACK3HIT);
            }
            
            wpnmod_set_offset_int(iItem, Offset_iSwing, iSwing);
        }
        
        iDidHit = true;
        iEntity = Instance(get_tr2(iTrace, TR_pHit));
        flDamage = iStab ? WEAPON_DAMAGE_STAB : WEAPON_DAMAGE;
        
        wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);

        if (pev_valid(iEntity))
        {
            GetCenter(iEntity, vecSrc);
            GetCenter(iPlayer, vecEnd);
              
            xs_vec_sub(vecEnd, vecSrc, vecEnd);
            xs_vec_normalize(vecEnd, vecEnd);
              
            pev(iEntity, pev_angles, vecAngle);
            engfunc(EngFunc_MakeVectors, vecAngle);
              
            global_get(glb_v_forward, vecForward);
            xs_vec_mul_scalar(vecEnd, -1.0, vecEnd);
              
            if (xs_vec_dot(vecForward, vecEnd) > 0.3)
            {
                flDamage = WEAPON_DAMAGE_BACK;
            }
        }
        
        wpnmod_clear_multi_damage();
        
        pev(iPlayer, pev_v_angle, vecAngle);
        engfunc(EngFunc_MakeVectors, vecAngle);   
        
        global_get(glb_v_forward, vecForward);
        ExecuteHamB(Ham_TraceAttack, iEntity, iPlayer, flDamage, vecForward, iTrace, DMG_CLUB | DMG_NEVERGIB);
        
        wpnmod_apply_multi_damage(iPlayer, iPlayer);
        
        iHitWorld = true;
            
        if (iEntity && (iClass = ExecuteHamB(Ham_Classify, iEntity)) != CLASS_NONE && iClass != CLASS_MACHINE)
        {
            switch (random_num(0, 1))
            {
                case 0: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_FLESH_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
                case 1: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_FLESH_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
            }
                
            wpnmod_set_offset_int(iPlayer, Offset_iWeaponVolume, KNIFE_BODYHIT_VOLUME);
                
            if (!ExecuteHamB(Ham_IsAlive, iEntity))
            {
                return true;
            }
                
            iHitWorld = false;
        }
            
        if (iHitWorld)
        {
            switch (random_num(0, 1))
            {
                case 0: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_WALL_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
                case 1: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_WALL_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
            }
                
            wpnmod_set_offset_int(iItem, Offset_trHit, iTrace);
        }
            
        wpnmod_set_offset_int(iPlayer, Offset_iWeaponVolume, KNIFE_WALLHIT_VOLUME);
            
        if (!iStab)
        {
            wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.2);
        }
        
        wpnmod_set_think(iItem, "Knife_Smack");
        set_pev(iItem, pev_nextthink, get_gametime() + 0.2);
    }

    free_tr2(iTrace);
    return iDidHit;
}

//**********************************************
//* Knife think functions.                     *
//**********************************************

public Knife_Stab(const iItem, const iPlayer)
{
    wpnmod_send_weapon_anim(iItem, ANIM_STAB);
    
    switch (random_num(0, 2))
    {
        case 0: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
        case 1: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
        case 2: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_3, 1.0, ATTN_NORM, 0, PITCH_NORM);
    }
    
    Knife_Swing(iItem, iPlayer, 1, 1);
}

public Knife_SwingAgain(const iItem, const iPlayer)
{
    Knife_Swing(iItem, iPlayer, 0, 0);
}

public Knife_Smack(const iItem)
{
    new iTrace = wpnmod_get_offset_int(iItem, Offset_trHit);
    
    UTIL_DecalTrace(iTrace, engfunc(EngFunc_DecalIndex, "{shot1") + random_num(0, 4));
    free_tr2(iTrace);
}

//**********************************************
//* Some usefull stocks.                       *
//**********************************************
 
stock GetGunPosition(const iPlayer, Float: vecResult[3])
{
    new Float: vecViewOfs[3];
    
    pev(iPlayer, pev_origin, vecResult);
    pev(iPlayer, pev_view_ofs, vecViewOfs);
    
    xs_vec_add(vecResult, vecViewOfs, vecResult);
}
 
stock GetCenter(const iEntity, Float: vecSrc[3])
{
    new Float: vecAbsMax[3];
    new Float: vecAbsMin[3];
      
    pev(iEntity, pev_absmax, vecAbsMax);
    pev(iEntity, pev_absmin, vecAbsMin);
      
    xs_vec_add(vecAbsMax, vecAbsMin, vecSrc);
    xs_vec_mul_scalar(vecSrc, 0.5, vecSrc);
}

stock UTIL_DecalTrace(const iTrace, iDecalIndex)
{
    new iHit;
    new iEntity;
    new iMessage;
    
    new Float: flFraction;
    new Float: vecEndPos[3];
    
    if (iDecalIndex < 0 || get_tr2(iTrace, TR_flFraction, flFraction) && flFraction == 1.0)
    {
        return;
    }
        
    if (pev_valid((iHit = get_tr2(iTrace, TR_pHit))))
    {
        if (iHit && !((pev(iHit, pev_solid) == SOLID_BSP) || (pev(iHit, pev_movetype) == MOVETYPE_PUSHSTEP)))
        {
            return;
        }
        
        iEntity = iHit;
    }
    else
    {
        iEntity = 0;
    }
        
    iMessage = TE_DECAL;
    
    if (iEntity != 0)
    {
        if (iDecalIndex > 255)
        {
            iMessage = TE_DECALHIGH;
            iDecalIndex -= 256;
        }
    }
    else
    {
        iMessage = TE_WORLDDECAL;
        
        if (iDecalIndex > 255)
        {
            iMessage = TE_WORLDDECALHIGH;
            iDecalIndex -= 256;
        }
    }
    
    get_tr2(iTrace, TR_vecEndPos, vecEndPos);
    
    #define write_coord_f(%0) engfunc(EngFunc_WriteCoord,%0)
    
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(iMessage);
    write_coord_f(vecEndPos[0]);
    write_coord_f(vecEndPos[1]);
    write_coord_f(vecEndPos[2]);
    write_byte(iDecalIndex);
    
    #undef write_coord_f
        
    if (iEntity)
    {
        write_short(iEntity);
    }
    
    message_end();
}
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