mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
475 lines
13 KiB
C++
475 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_dodbasegrenade.h"
|
|
#include "in_buttons.h"
|
|
#include "dod_gamerules.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
#include "c_dod_player.h"
|
|
#else
|
|
#include "dod_player.h"
|
|
#endif
|
|
|
|
extern ConVar dod_bonusround;
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseGrenade, DT_WeaponDODBaseGrenade )
|
|
|
|
BEGIN_NETWORK_TABLE(CWeaponDODBaseGrenade, DT_WeaponDODBaseGrenade)
|
|
#if !defined( CLIENT_DLL )
|
|
SendPropBool( SENDINFO( m_bPinPulled ) ),
|
|
SendPropBool( SENDINFO( m_bArmed ) ),
|
|
#else
|
|
RecvPropBool( RECVINFO( m_bPinPulled ) ),
|
|
RecvPropBool( RECVINFO( m_bArmed ) ),
|
|
#endif
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponDODBaseGrenade )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_basedodgrenade, CWeaponDODBaseGrenade );
|
|
|
|
acttable_t CWeaponDODBaseGrenade::m_acttable[] =
|
|
{
|
|
// Move this out to the specific grenades???
|
|
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_GREN_FRAG, false },
|
|
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREN_FRAG, false },
|
|
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_AIM_GREN_FRAG, false },
|
|
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_AIM_GREN_FRAG, false },
|
|
{ ACT_SPRINT, ACT_DOD_SPRINT_AIM_GREN_FRAG, false },
|
|
|
|
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREN_FRAG, false },
|
|
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG, false },
|
|
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG, false },
|
|
|
|
// Hand Signals
|
|
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_STICKGRENADE, false },
|
|
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_STICKGRENADE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE( CWeaponDODBaseGrenade );
|
|
|
|
CWeaponDODBaseGrenade::CWeaponDODBaseGrenade()
|
|
{
|
|
m_bRedraw = false;
|
|
m_bPinPulled = false;
|
|
SetArmed( false );
|
|
|
|
m_iAltFireHint = HINT_USE_PRIME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDODBaseGrenade::CanHolster( void )
|
|
{
|
|
// can only holster hand grenades when not primed!
|
|
return ( m_bPinPulled == false && !IsArmed() );
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
void CWeaponDODBaseGrenade::PrimaryAttack()
|
|
{
|
|
//nothing on the client
|
|
}
|
|
|
|
#else
|
|
|
|
BEGIN_DATADESC( CWeaponDODBaseGrenade )
|
|
DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "DetonateTime", InputSetDetonateTime ),
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::Precache()
|
|
{
|
|
PrecacheScriptSound( "Weapon_Grenade.Throw" );
|
|
|
|
// Precache all the grenade minimap icons.
|
|
PrecacheMaterial( "sprites/minimap_icons/minimap_riflegren_ger" );
|
|
PrecacheMaterial( "sprites/minimap_icons/minimap_riflegren_us" );
|
|
PrecacheMaterial( "sprites/minimap_icons/grenade_hltv" );
|
|
PrecacheMaterial( "sprites/minimap_icons/stick_hltv" );
|
|
PrecacheMaterial( "sprites/minimap_icons/minimap_smoke_us" );
|
|
PrecacheMaterial( "sprites/minimap_icons/minimap_smoke_ger" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDODBaseGrenade::Deploy()
|
|
{
|
|
m_bRedraw = false;
|
|
m_bPinPulled = false;
|
|
|
|
return BaseClass::Deploy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDODBaseGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
m_bRedraw = false;
|
|
|
|
#ifndef CLIENT_DLL
|
|
// If they attempt to switch weapons before the throw animation is done,
|
|
// allow it, but kill the weapon if we have to.
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
if( pPlayer && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
{
|
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
|
UTIL_Remove(this);
|
|
}
|
|
#endif
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDODBaseGrenade::Reload()
|
|
{
|
|
if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
|
|
{
|
|
//Redraw the weapon
|
|
SendWeaponAnim( GetDrawActivity() );
|
|
|
|
//Update our times
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
|
|
//Mark this as done
|
|
m_bRedraw = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
enum
|
|
{
|
|
THROW_THROW = 0,
|
|
THROW_PRIME
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::PrimaryAttack()
|
|
{
|
|
if ( IsArmed() ) // live grenade already?
|
|
{
|
|
StartThrow( THROW_THROW );
|
|
}
|
|
else
|
|
{
|
|
StartThrow( THROW_PRIME );
|
|
}
|
|
}
|
|
|
|
void CWeaponDODBaseGrenade::StartThrow( int throwType )
|
|
{
|
|
if( GetPlayerOwner()->GetWaterLevel() > 2 )
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
|
return;
|
|
}
|
|
|
|
if ( !m_bPinPulled )
|
|
{
|
|
m_bPinPulled = true;
|
|
|
|
SendWeaponAnim( GetPrimaryAttackActivity() );
|
|
|
|
// Can't prime an already primed grenade!
|
|
if ( !IsArmed() && throwType == THROW_PRIME )
|
|
{
|
|
SetArmed( true );
|
|
|
|
m_flDetonateTime = gpGlobals->curtime + GetDetonateTimerLength();
|
|
|
|
// start the hissing noise
|
|
}
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::ItemPostFrame()
|
|
{
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
CBaseViewModel *pViewModel = pPlayer->GetViewModel( m_nViewModelIndex );
|
|
if ( !pViewModel )
|
|
return;
|
|
|
|
if( IsArmed() && gpGlobals->curtime > m_flDetonateTime )
|
|
{
|
|
//Drop it!
|
|
DropGrenade();
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
|
|
return;
|
|
}
|
|
|
|
if ( m_bPinPulled &&
|
|
!(pPlayer->m_nButtons & IN_ATTACK) &&
|
|
!(pPlayer->m_nButtons & IN_ATTACK2) // If they let go of the fire button, they want to throw the grenade.
|
|
)
|
|
{
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
|
|
|
|
ThrowGrenade(false);
|
|
|
|
m_bRedraw = true;
|
|
m_bPinPulled = false;
|
|
SetArmed( false );
|
|
|
|
DecrementAmmo( pPlayer );
|
|
|
|
SendWeaponAnim( ACT_VM_THROW );
|
|
}
|
|
else
|
|
{
|
|
BaseClass::ItemPostFrame();
|
|
|
|
if ( m_bRedraw )
|
|
{
|
|
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
|
{
|
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
|
UTIL_Remove(this);
|
|
}
|
|
else
|
|
Reload();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOwner -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::DecrementAmmo( CBaseCombatCharacter *pOwner )
|
|
{
|
|
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
|
|
|
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
|
{
|
|
pOwner->Weapon_Drop( this, NULL, NULL );
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
|
|
void CWeaponDODBaseGrenade::DropGrenade( void )
|
|
{
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
|
|
|
|
bool bThrow = true;
|
|
|
|
DODRoundState state = DODGameRules()->State_Get();
|
|
|
|
// If the player is holding a nade that is going to explode
|
|
// and the round is over, not allowing them to throw it
|
|
// just don't emit a grenade.
|
|
if ( dod_bonusround.GetBool() )
|
|
{
|
|
int team = pPlayer->GetTeamNumber();
|
|
|
|
if ( ( team == TEAM_ALLIES && state == STATE_AXIS_WIN ) ||
|
|
( team == TEAM_AXIS && state == STATE_ALLIES_WIN ) )
|
|
{
|
|
bThrow = false;
|
|
}
|
|
}
|
|
|
|
if ( bThrow )
|
|
ThrowGrenade(true);
|
|
|
|
m_bRedraw = true;
|
|
m_bPinPulled = false;
|
|
SetArmed( false );
|
|
|
|
DecrementAmmo( pPlayer );
|
|
|
|
SendWeaponAnim( ACT_VM_THROW );
|
|
}
|
|
|
|
ConVar dod_grenadespeed( "dod_grenadespeed", "4.2", FCVAR_CHEAT );
|
|
ConVar dod_grenademaxspeed( "dod_grenademaxspeed", "1400", FCVAR_CHEAT );
|
|
ConVar dod_grenademinspeed( "dod_grenademinspeed", "500", FCVAR_CHEAT );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::ThrowGrenade( bool bDrop )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if ( !pPlayer )
|
|
{
|
|
Assert( false );
|
|
return;
|
|
}
|
|
|
|
QAngle angThrow = pPlayer->LocalEyeAngles();
|
|
|
|
Vector vForward, vRight, vUp;
|
|
|
|
if( angThrow.x > 180 )
|
|
angThrow.x -= 360;
|
|
|
|
if (angThrow.x < 0)
|
|
angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
|
|
else
|
|
angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
|
|
|
|
AngleVectors( angThrow, &vForward, &vRight, &vUp );
|
|
|
|
Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
|
|
Vector vecSrc = eyes + vForward * 16;
|
|
|
|
// Start with the player's velocity as the grenade vel
|
|
Vector vecPlayerVel;
|
|
pPlayer->GetVelocity( &vecPlayerVel, NULL );
|
|
|
|
// Get player angles, not eye angles!
|
|
QAngle angPlayerAngles = pPlayer->GetAbsAngles();
|
|
Vector vecPlayerForward;
|
|
AngleVectors( angPlayerAngles, &vecPlayerForward );
|
|
Vector vecThrow = DotProduct( vecPlayerVel, vecPlayerForward ) * vecPlayerForward;
|
|
|
|
if( bDrop )
|
|
{
|
|
vecThrow = vForward;
|
|
}
|
|
else // we are throwing the grenade
|
|
{
|
|
// change the speed depending on the throw angle
|
|
// straight down is 0%, straight up is 100%, linear between
|
|
float flSpeed = ( 90 - angThrow.x ) * dod_grenadespeed.GetFloat();
|
|
|
|
//Msg( "speed %.f\n", flSpeed );
|
|
|
|
flSpeed = clamp( flSpeed, dod_grenademinspeed.GetFloat(), dod_grenademaxspeed.GetFloat() );
|
|
|
|
vecThrow += vForward * flSpeed;
|
|
}
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( eyes, vecSrc, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
|
|
|
|
// don't go into the ground
|
|
if( tr.fraction < 1.0 )
|
|
{
|
|
vecSrc = tr.endpos;
|
|
}
|
|
|
|
float flTimeLeft;
|
|
|
|
if ( IsArmed() )
|
|
flTimeLeft = MAX( 0, m_flDetonateTime - gpGlobals->curtime );
|
|
else
|
|
flTimeLeft = GetDetonateTimerLength();
|
|
|
|
EmitGrenade( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, flTimeLeft );
|
|
|
|
pPlayer->EmitSound( "Weapon_Grenade.Throw" );
|
|
|
|
#ifndef CLIENT_DLL
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "attacker", pPlayer->GetUserID() );
|
|
event->SetInt( "weapon", GetStatsWeaponID() );
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
#endif //CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBaseGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime /* = GRENADE_FUSE_LENGTH */ )
|
|
{
|
|
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDODBaseGrenade::AllowsAutoSwitchFrom( void ) const
|
|
{
|
|
return ( m_bPinPulled == false );
|
|
}
|
|
|
|
void CWeaponDODBaseGrenade::InputSetDetonateTime( inputdata_t &inputdata )
|
|
{
|
|
SetDetonateTime( inputdata.value.Float() );
|
|
}
|
|
|
|
#endif // !CLIENT_DLL
|
|
|
|
Activity CWeaponDODBaseGrenade::GetIdleActivity( void )
|
|
{
|
|
if ( IsArmed() )
|
|
return ACT_VM_IDLE_EMPTY;
|
|
else
|
|
return ACT_VM_IDLE;
|
|
}
|
|
|
|
Activity CWeaponDODBaseGrenade::GetPrimaryAttackActivity( void )
|
|
{
|
|
if ( IsArmed() )
|
|
return ACT_VM_PRIMARYATTACK_EMPTY;
|
|
else
|
|
return ACT_VM_PULLPIN;
|
|
}
|
|
|
|
Activity CWeaponDODBaseGrenade::GetDrawActivity( void )
|
|
{
|
|
if ( IsArmed() )
|
|
return ACT_VM_DRAW_EMPTY;
|
|
else
|
|
return ACT_VM_DRAW;
|
|
}
|
|
|