#include "cbase.h" #include "asw_weapon_buff_grenade.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_asw_player.h" #include "c_asw_weapon.h" #include "c_asw_marine.h" #else #include "asw_marine.h" #include "asw_player.h" #include "asw_weapon.h" #include "npcevent.h" #include "shot_manipulator.h" #include "asw_mine.h" #include "asw_marine_skills.h" #include "asw_marine_speech.h" #include "asw_buffgrenade_projectile.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define ASW_FLARES_FASTEST_REFIRE_TIME 0.1f IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Buff_Grenade, DT_ASW_Weapon_Buff_Grenade ) BEGIN_NETWORK_TABLE( CASW_Weapon_Buff_Grenade, DT_ASW_Weapon_Buff_Grenade ) #ifdef CLIENT_DLL // recvprops #else // sendprops #endif END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CASW_Weapon_Buff_Grenade ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( asw_weapon_buff_grenade, CASW_Weapon_Buff_Grenade ); PRECACHE_WEAPON_REGISTER( asw_weapon_buff_grenade ); #ifndef CLIENT_DLL //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( CASW_Weapon_Buff_Grenade ) DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ), END_DATADESC() #endif /* not client */ CASW_Weapon_Buff_Grenade::CASW_Weapon_Buff_Grenade() { m_fMinRange1 = 0; m_fMaxRange1 = 2048; m_fMinRange2 = 256; m_fMaxRange2 = 1024; m_flSoonestPrimaryAttack = gpGlobals->curtime; } CASW_Weapon_Buff_Grenade::~CASW_Weapon_Buff_Grenade() { } //----------------------------------------------------------------------------- // Purpose: // Output : Activity //----------------------------------------------------------------------------- Activity CASW_Weapon_Buff_Grenade::GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } bool CASW_Weapon_Buff_Grenade::OffhandActivate() { if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen return false; PrimaryAttack(); return true; } #define ASW_MINE_VELOCITY 140 void CASW_Weapon_Buff_Grenade::PrimaryAttack( void ) { // Only the player fires this way so we can cast CASW_Player *pPlayer = GetCommander(); if (!pPlayer) return; CASW_Marine *pMarine = GetMarine(); #ifndef CLIENT_DLL bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this); #endif // mine weapon is lost when all mines are 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 || pMarine->GetWaterLevel() == 3 ) return; // MUST call sound before removing a round from the clip of a CMachineGun //WeaponSound(SINGLE); // tell the marine to tell its weapon to draw the muzzle flash //pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); //pMarine->DoAnimationEvent(PLAYERANIMEVENT_HEAL); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL Vector vecSrc = pMarine->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f ) { vecSrc.x = pMarine->m_vecOffhandItemSpot.x; vecSrc.y = pMarine->m_vecOffhandItemSpot.y; vecSrc.z += 50.0f; } QAngle ang = pPlayer->EyeAngles(); ang.x = 0; ang.z = 0; CShotManipulator Manipulator( vecAiming ); AngularImpulse rotSpeed(0,0,720); // create a pellet at some random spread direction Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); newVel *= ASW_MINE_VELOCITY; if ( !pMarine->IsInhabited() ) { newVel = vec3_origin; } float flRadius = 120.0f; float flDuration = 30.0f; CASW_BuffGrenade_Projectile::Grenade_Projectile_Create( vecSrc, ang, newVel, rotSpeed, pMarine, flRadius, flDuration ); pMarine->OnWeaponFired( this, 1 ); pMarine->GetMarineSpeech()->Chatter(CHATTER_MINE_DEPLOYED); #endif // decrement ammo m_iClip1 -= 1; #ifndef CLIENT_DLL DestroyIfEmpty( true ); #endif m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_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_Buff_Grenade::Precache() { BaseClass::Precache(); #ifndef CLIENT_DLL UTIL_PrecacheOther( "asw_buffgrenade_projectile" ); #endif } // mines don't reload bool CASW_Weapon_Buff_Grenade::Reload() { return false; } void CASW_Weapon_Buff_Grenade::ItemPostFrame( void ) { BaseClass::ItemPostFrame(); if ( m_bInReload ) return; CBasePlayer *pOwner = GetCommander(); if ( pOwner == NULL ) 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; } }