#include "cbase.h" #include "asw_weapon_bait.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_asw_player.h" #include "c_asw_weapon.h" #include "c_asw_marine.h" #include "prediction.h" #else #include "asw_marine.h" #include "asw_player.h" #include "asw_weapon.h" #include "npcevent.h" #include "shot_manipulator.h" #include "asw_bait.h" #endif #include "asw_util_shared.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Bait, DT_ASW_Weapon_Bait ) BEGIN_NETWORK_TABLE( CASW_Weapon_Bait, DT_ASW_Weapon_Bait ) #ifdef CLIENT_DLL // recvprops #else // sendprops #endif END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CASW_Weapon_Bait ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( asw_weapon_bait, CASW_Weapon_Bait ); PRECACHE_WEAPON_REGISTER( asw_weapon_bait ); #ifndef CLIENT_DLL //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( CASW_Weapon_Bait ) DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ), END_DATADESC() #endif /* not client */ ConVar asw_bait_launch_delay("asw_bait_launch_delay", "0.15f", FCVAR_REPLICATED, "Delay before bait is thrown"); ConVar asw_bait_refire_time("asw_bait_refire_time", "0.1f", FCVAR_REPLICATED, "Time between starting a new bait throw"); #define ASW_BAIT_FASTEST_REFIRE_TIME asw_bait_refire_time.GetFloat() CASW_Weapon_Bait::CASW_Weapon_Bait() { m_flSoonestPrimaryAttack = 0; } CASW_Weapon_Bait::~CASW_Weapon_Bait() { } bool CASW_Weapon_Bait::OffhandActivate() { if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen return false; PrimaryAttack(); return true; } void CASW_Weapon_Bait::PrimaryAttack( void ) { // Only the player fires this way so we can cast CASW_Player *pPlayer = GetCommander(); if ( !pPlayer ) return; CASW_Marine *pMarine = GetMarine(); bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this); // weapon is lost when all ammo is gone if ( UsesClipsForAmmo1() && !m_iClip1 ) { //Reload(); #ifndef CLIENT_DLL if (pMarine) { pMarine->Weapon_Detach(this); if (bThisActive) pMarine->SwitchToNextBestWeapon(NULL); } Kill(); #endif return; } if (pMarine && gpGlobals->curtime > m_flDelayedFire) { #ifdef CLIENT_DLL if ( !prediction->InPrediction() || prediction->IsFirstTimePredicted() ) { pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE ); } #else pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE ); pMarine->OnWeaponFired( this, 1 ); #endif // start our delayed attack m_bShotDelayed = true; m_flDelayedFire = gpGlobals->curtime + asw_bait_launch_delay.GetFloat(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.36f; // make sure our primary weapon can't fire while we do the throw anim if (!bThisActive && pMarine->GetActiveASWWeapon()) { // if we're offhand activating, make sure our primary weapon can't fire until we're done pMarine->GetActiveASWWeapon()->m_flNextPrimaryAttack = m_flNextPrimaryAttack + asw_bait_launch_delay.GetFloat(); pMarine->GetActiveASWWeapon()->m_bIsFiring = false; } } } void CASW_Weapon_Bait::DelayedAttack() { m_bShotDelayed = false; CASW_Player *pPlayer = GetCommander(); if ( !pPlayer ) return; CASW_Marine *pMarine = GetMarine(); if ( !pMarine || pMarine->GetWaterLevel() == 3 ) return; // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL Vector vecSrc = pMarine->GetOffhandThrowSource(); AngularImpulse rotSpeed(0,0,720); Vector vecDest = pPlayer->GetCrosshairTracePos(); Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f; CASW_Bait *pEnt = CASW_Bait::Bait_Create( vecSrc, QAngle(90,0,0), newVel, rotSpeed, pMarine ); if ( pEnt ) { float flDuration = pEnt->GetDuration(); //CALL_ATTRIB_HOOK_FLOAT( flDuration, mod_duration ); pEnt->SetDuration( flDuration ); pEnt->SetGravity( GetThrowGravity() ); } #endif // decrement ammo m_iClip1 -= 1; #ifndef CLIENT_DLL DestroyIfEmpty( true ); #endif m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_BAIT_FASTEST_REFIRE_TIME; if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; } void CASW_Weapon_Bait::Precache() { PrecacheModel( "swarm/sprites/whiteglow1.vmt" ); PrecacheModel( "swarm/sprites/greylaser1.vmt" ); BaseClass::Precache(); #ifndef CLIENT_DLL UTIL_PrecacheOther( "asw_bait" ); #endif } // this weapon doesn't reload bool CASW_Weapon_Bait::Reload() { return false; } void CASW_Weapon_Bait::ItemPostFrame( void ) { BaseClass::ItemPostFrame(); if ( m_bInReload ) return; CBasePlayer *pOwner = GetCommander(); if ( !pOwner ) return; //Allow a refire as fast as the player can click if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) { m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; } } int CASW_Weapon_Bait::ASW_SelectWeaponActivity(int idealActivity) { // we just use the normal 'no weapon' anims for this return idealActivity; }