mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 17:59:37 +00:00
1
This commit is contained in:
@@ -0,0 +1,211 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
#include "cbase.h"
|
||||
#include "basetfplayer_shared.h"
|
||||
#include "weapon_combat_usedwithshieldbase.h"
|
||||
#include "weapon_combat_basegrenade.h"
|
||||
#include "weapon_combatshield.h"
|
||||
#include "in_buttons.h"
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
#include "tf_shieldgrenade.h"
|
||||
#else
|
||||
|
||||
#define CWeaponShieldGrenade C_WeaponShieldGrenade
|
||||
|
||||
#endif
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
|
||||
#define SHIELD_GRENADE_LIFETIME 10.0f // 10 seconds
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// The shield grenade weapon
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class CWeaponShieldGrenade: public CWeaponCombatUsedWithShieldBase
|
||||
{
|
||||
DECLARE_CLASS( CWeaponShieldGrenade, CWeaponCombatUsedWithShieldBase );
|
||||
public:
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
CWeaponShieldGrenade();
|
||||
|
||||
void Spawn( void );
|
||||
void ItemPostFrame( void );
|
||||
void PrimaryAttack( void );
|
||||
void ThrowGrenade( void );
|
||||
|
||||
// All predicted weapons need to implement and return true
|
||||
virtual bool IsPredicted( void ) const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
virtual bool ShouldPredict( void )
|
||||
{
|
||||
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||||
return true;
|
||||
|
||||
return BaseClass::ShouldPredict();
|
||||
}
|
||||
#endif
|
||||
private:
|
||||
// A hack to work around missing animation feature
|
||||
float m_flStartedThrowAt;
|
||||
|
||||
private:
|
||||
CWeaponShieldGrenade( const CWeaponShieldGrenade & );
|
||||
};
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShieldGrenade, DT_WeaponShieldGrenade )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponShieldGrenade, DT_WeaponShieldGrenade )
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_shield_grenade, CWeaponShieldGrenade );
|
||||
PRECACHE_WEAPON_REGISTER(weapon_shield_grenade);
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeaponShieldGrenade )
|
||||
DEFINE_FIELD( m_flStartedThrowAt, FIELD_FLOAT ),
|
||||
END_PREDICTION_DATA();
|
||||
|
||||
CWeaponShieldGrenade::CWeaponShieldGrenade( void )
|
||||
{
|
||||
SetPredictionEligible( true );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Yeehaw
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponShieldGrenade::Spawn( void )
|
||||
{
|
||||
BaseClass::Spawn();
|
||||
m_flStartedThrowAt = 0.0f;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponShieldGrenade::ItemPostFrame( void )
|
||||
{
|
||||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||||
if (!pOwner)
|
||||
return;
|
||||
|
||||
// Look for button downs
|
||||
if ( (pOwner->m_nButtons & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||||
{
|
||||
m_flStartedThrowAt = gpGlobals->curtime;
|
||||
|
||||
SendWeaponAnim( ACT_VM_DRAW );
|
||||
}
|
||||
|
||||
// Look for button ups
|
||||
if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt )
|
||||
{
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||||
PrimaryAttack();
|
||||
m_flStartedThrowAt = 0;
|
||||
}
|
||||
|
||||
// No buttons down?
|
||||
if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
|
||||
{
|
||||
WeaponIdle( );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponShieldGrenade::PrimaryAttack( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
if ( !ComputeEMPFireState() )
|
||||
return;
|
||||
|
||||
if ( !GetPrimaryAmmo() )
|
||||
return;
|
||||
|
||||
// player "shoot" animation
|
||||
PlayAttackAnimation( ACT_VM_THROW );
|
||||
|
||||
ThrowGrenade();
|
||||
|
||||
// Setup for refire
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
||||
CheckRemoveDisguise();
|
||||
|
||||
// If I'm now out of ammo, switch away
|
||||
if ( !HasPrimaryAmmo() )
|
||||
{
|
||||
g_pGameRules->GetNextBestWeapon( pPlayer, NULL );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponShieldGrenade::ThrowGrenade( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
BaseClass::WeaponSound(WPN_DOUBLE);
|
||||
|
||||
// Calculate launch velocity (3 seconds for max distance)
|
||||
float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
|
||||
float flSpeed = 800 + (200 * flThrowTime);
|
||||
|
||||
// If the player's crouched, roll the grenade
|
||||
if ( pPlayer->GetFlags() & FL_DUCKING )
|
||||
{
|
||||
// Launch the grenade
|
||||
Vector vecForward;
|
||||
QAngle vecAngles = pPlayer->EyeAngles();
|
||||
// Throw it up just a tad
|
||||
vecAngles.x = -1;
|
||||
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||||
Vector vecOrigin;
|
||||
VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
|
||||
vecOrigin += (vecForward * 16);
|
||||
vecForward = vecForward * flSpeed;
|
||||
|
||||
QAngle vecGrenAngles;
|
||||
vecGrenAngles.Init( 0, vecAngles.y, 0 );
|
||||
#if !defined( CLIENT_DLL )
|
||||
CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
// Launch the grenade
|
||||
Vector vecForward;
|
||||
QAngle vecAngles = pPlayer->EyeAngles();
|
||||
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||||
Vector vecOrigin = pPlayer->EyePosition();
|
||||
vecOrigin += (vecForward * 16);
|
||||
vecForward = vecForward * flSpeed;
|
||||
|
||||
QAngle vecGrenAngles;
|
||||
vecGrenAngles.Init( 0, vecAngles.y, 0 );
|
||||
#if !defined( CLIENT_DLL )
|
||||
CreateShieldGrenade( vecOrigin, vecGrenAngles, vecForward, vec3_angle, pPlayer, SHIELD_GRENADE_LIFETIME );
|
||||
#endif
|
||||
}
|
||||
|
||||
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||||
}
|
||||
Reference in New Issue
Block a user