mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 22:56:50 +00:00
435 lines
10 KiB
C++
435 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "util.h"
|
|
#include "basehlcombatweapon.h"
|
|
#include "player.h"
|
|
#include "gamerules.h"
|
|
#include "grenade_tripwire.h"
|
|
#include "grenade_satchel.h"
|
|
#include "entitylist.h"
|
|
#include "weapon_tripwire.h"
|
|
#include "npcevent.h"
|
|
#include "in_buttons.h"
|
|
#include "engine/IEngineSound.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
BEGIN_DATADESC( CWeapon_Tripwire )
|
|
|
|
DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ),
|
|
|
|
// Function Pointers
|
|
DEFINE_FUNCTION( TripwireTouch ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire );
|
|
|
|
// BUGBUG: Enable this when the script & resources are checked in.
|
|
//PRECACHE_WEAPON_REGISTER(weapon_tripwire);
|
|
|
|
acttable_t CWeapon_Tripwire::m_acttable[] =
|
|
{
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeapon_Tripwire);
|
|
|
|
|
|
void CWeapon_Tripwire::Spawn( )
|
|
{
|
|
UTIL_Remove(this);
|
|
return;
|
|
|
|
BaseClass::Spawn();
|
|
|
|
Precache( );
|
|
|
|
UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));
|
|
|
|
|
|
FallInit();// get ready to fall down
|
|
|
|
SetThink( NULL );
|
|
|
|
// Give one piece of default ammo when first picked up
|
|
m_iClip2 = 1;
|
|
}
|
|
|
|
void CWeapon_Tripwire::Precache( void )
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
PrecacheScriptSound( "Weapon_Tripwire.Attach" );
|
|
|
|
UTIL_PrecacheOther( "npc_tripwire" );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Override to use tripwire's pickup touch function
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::SetPickupTouch( void )
|
|
{
|
|
SetTouch(TripwireTouch);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override so give correct ammo
|
|
// Input : pOther - the entity that touched me
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther )
|
|
{
|
|
// ---------------------------------------------------
|
|
// First give weapon to touching entity if allowed
|
|
// ---------------------------------------------------
|
|
BaseClass::DefaultTouch(pOther);
|
|
|
|
// ----------------------------------------------------
|
|
// Give ammo if touching client
|
|
// ----------------------------------------------------
|
|
if (pOther->GetFlags() & FL_CLIENT)
|
|
{
|
|
// ------------------------------------------------
|
|
// If already owned weapon of this type remove me
|
|
// ------------------------------------------------
|
|
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
|
|
CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() );
|
|
if (oldWeapon != this)
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
else
|
|
{
|
|
pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
|
|
SetThink(NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
SetThink(NULL);
|
|
return BaseClass::Holster(pSwitchingTo);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tripwire has no reload, but must call weapon idle to update state
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeapon_Tripwire::Reload( void )
|
|
{
|
|
WeaponIdle( );
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::PrimaryAttack( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (CanAttachTripwire())
|
|
{
|
|
StartTripwireAttach();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Secondary attack does nothing
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::SecondaryAttack( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::TripwireAttach( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_bAttachTripwire = false;
|
|
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition();
|
|
Vector vecAiming = pOwner->BodyDirection2D( );
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
|
|
{
|
|
QAngle angles;
|
|
VectorAngles(tr.plane.normal, angles);
|
|
angles.x += 90;
|
|
|
|
CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
|
|
|
|
CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
|
|
pMine->SetThrower( GetOwner() );
|
|
|
|
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
|
|
|
|
EmitSound( "Weapon_Tripwire.Attach" );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::StartTripwireAttach( void )
|
|
{
|
|
// Only the player fires this way so we can cast
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if (!pPlayer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
Vector vecAiming = pPlayer->BodyDirection3D( );
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
// ALERT( at_console, "hit %f\n", tr.flFraction );
|
|
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
|
|
{
|
|
// player "shoot" animation
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
// -----------------------------------------
|
|
// Play attach animation
|
|
// -----------------------------------------
|
|
SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);
|
|
|
|
m_bNeedReload = true;
|
|
m_bAttachTripwire = true;
|
|
}
|
|
else
|
|
{
|
|
// ALERT( at_console, "no deploy\n" );
|
|
}
|
|
}
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeapon_Tripwire::CanAttachTripwire( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition();
|
|
Vector vecAiming = pOwner->BodyDirection2D( );
|
|
|
|
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;
|
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
|
|
if (pBCC)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::ItemPostFrame( void )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
|
{
|
|
SecondaryAttack();
|
|
}
|
|
else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
|
|
// -----------------------
|
|
// No buttons down
|
|
// -----------------------
|
|
else
|
|
{
|
|
WeaponIdle( );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_Tripwire::WeaponIdle( void )
|
|
{
|
|
// Ready to switch animations?
|
|
if ( HasWeaponIdleTimeElapsed() )
|
|
{
|
|
if (m_bClearReload)
|
|
{
|
|
m_bNeedReload = false;
|
|
m_bClearReload = false;
|
|
}
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int iAnim = 0;
|
|
|
|
if (m_bAttachTripwire)
|
|
{
|
|
TripwireAttach();
|
|
iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
|
|
}
|
|
else if (m_bNeedReload)
|
|
{
|
|
// If owner had ammo draw the correct tripwire type
|
|
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
|
|
{
|
|
iAnim = ACT_SLAM_TRIPMINE_DRAW;
|
|
m_bClearReload = true;
|
|
}
|
|
else
|
|
{
|
|
pOwner->Weapon_Drop( this );
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
|
|
{
|
|
pOwner->Weapon_Drop( this );
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
// If I don't need to reload just do the appropriate idle
|
|
else
|
|
{
|
|
iAnim = ACT_SLAM_TRIPMINE_IDLE;
|
|
}
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
}
|
|
|
|
bool CWeapon_Tripwire::Deploy( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SetModel( GetViewModel() );
|
|
|
|
// ------------------------------
|
|
// Pick the right draw animation
|
|
// ------------------------------
|
|
int iActivity;
|
|
|
|
// If detonator is already armed
|
|
m_bNeedReload = false;
|
|
iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CWeapon_Tripwire::CWeapon_Tripwire(void)
|
|
{
|
|
m_bNeedReload = true;
|
|
m_bClearReload = false;
|
|
m_bAttachTripwire = false;
|
|
}
|