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https://github.com/nillerusr/source-engine.git
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457 lines
11 KiB
C++
457 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hand grenade
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1mp_basecombatweapon_shared.h"
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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.h"
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#ifdef CLIENT_DLL
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#include "hl1/hl1_c_player.h"
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#else
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#include "hl1_player.h"
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#endif
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#else
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#ifdef CLIENT_DLL
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#else
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#include "hl1_basegrenade.h"
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#endif
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#define HANDGRENADE_MODEL "models/w_grenade.mdl"
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#ifndef CLIENT_DLL
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extern ConVar sk_plr_dmg_grenade;
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//-----------------------------------------------------------------------------
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// CHandGrenade
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( grenade_hand, CHandGrenade );
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BEGIN_DATADESC( CHandGrenade )
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DEFINE_ENTITYFUNC( BounceTouch ),
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END_DATADESC()
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void CHandGrenade::Spawn( void )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetModel( HANDGRENADE_MODEL );
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UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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m_bHasWarnedAI = false;
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}
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void CHandGrenade::Precache( void )
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{
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BaseClass::Precache( );
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PrecacheScriptSound( "Weapon_HandGrenade.GrenadeBounce" );
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PrecacheModel( HANDGRENADE_MODEL );
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}
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void CHandGrenade::ShootTimed( CBaseCombatCharacter *pOwner, Vector vecVelocity, float flTime )
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{
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SetAbsVelocity( vecVelocity );
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SetThrower( pOwner );
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SetOwnerEntity( pOwner );
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SetTouch( &CHandGrenade::BounceTouch ); // Bounce if touched
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m_flDetonateTime = gpGlobals->curtime + flTime;
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SetThink( &CBaseGrenade::TumbleThink );
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SetNextThink( gpGlobals->curtime + 0.1 );
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if ( flTime < 0.1 )
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{
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SetNextThink( gpGlobals->curtime );
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SetAbsVelocity( vec3_origin );
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}
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// SetSequence( SelectWeightedSequence( ACT_GRENADE_TOSS ) );
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SetSequence( 0 );
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m_flPlaybackRate = 1.0;
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SetAbsAngles( QAngle( 0,0,60) );
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AngularImpulse angImpulse;
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angImpulse[0] = random->RandomInt( -200, 200 );
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angImpulse[1] = random->RandomInt( 400, 500 );
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angImpulse[2] = random->RandomInt( -100, 100 );
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ApplyLocalAngularVelocityImpulse( angImpulse );
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
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SetFriction( 0.8 );
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SetDamage( sk_plr_dmg_grenade.GetFloat() );
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SetDamageRadius( GetDamage() * 2.5 );
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}
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void CHandGrenade ::BounceSound( void )
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{
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EmitSound( "Weapon_HandGrenade.GrenadeBounce" );
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}
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void CHandGrenade::BounceTouch( CBaseEntity *pOther )
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{
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if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
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return;
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// don't hit the guy that launched this grenade
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if ( pOther == GetThrower() )
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return;
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// Do a special test for players
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if ( pOther->IsPlayer() )
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{
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// Never hit a player again (we'll explode and fixup anyway)
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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}
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// only do damage if we're moving fairly fast
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if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100))
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{
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if ( GetThrower() )
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{
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trace_t tr;
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tr = CBaseEntity::GetTouchTrace( );
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ClearMultiDamage( );
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Vector forward;
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AngleVectors( GetAbsAngles(), &forward );
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CTakeDamageInfo info( this, GetThrower(), 1, DMG_CLUB );
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CalculateMeleeDamageForce( &info, forward, tr.endpos );
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pOther->DispatchTraceAttack( info, forward, &tr );
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ApplyMultiDamage();
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}
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m_flNextAttack = gpGlobals->curtime + 1.0; // debounce
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}
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Vector vecTestVelocity;
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// m_vecAngVelocity = Vector (300, 300, 300);
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
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vecTestVelocity = GetAbsVelocity();
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vecTestVelocity.z *= 0.45;
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if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 )
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{
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
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// emit the danger sound.
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// register a radius louder than the explosion, so we make sure everyone gets out of the way
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3 );
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m_bHasWarnedAI = TRUE;
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}
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// HACKHACK - On ground isn't always set, so look for ground underneath
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0 )
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{
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// add a bit of static friction
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// SetAbsVelocity( GetAbsVelocity() * 0.8 );
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SetSequence( SelectWeightedSequence( ACT_IDLE ) );
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SetAbsAngles( vec3_angle );
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}
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// play bounce sound
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BounceSound();
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m_flPlaybackRate = GetAbsVelocity().Length() / 200.0;
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if (m_flPlaybackRate > 1.0)
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m_flPlaybackRate = 1;
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else if (m_flPlaybackRate < 0.5)
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m_flPlaybackRate = 0;
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}
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#endif
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#ifdef CLIENT_DLL
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#define CWeaponHandGrenade C_WeaponHandGrenade
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponHandGrenade
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//-----------------------------------------------------------------------------
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class CWeaponHandGrenade : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponHandGrenade, CBaseHL1MPCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponHandGrenade( void );
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void Precache( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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// DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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// float m_flStartThrow;
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// float m_flReleaseThrow;
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CNetworkVar( float, m_flStartThrow );
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CNetworkVar( float, m_flReleaseThrow );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHandGrenade, DT_WeaponHandGrenade );
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BEGIN_NETWORK_TABLE( CWeaponHandGrenade, DT_WeaponHandGrenade )
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#ifdef CLIENT_DLL
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RecvPropFloat( RECVINFO( m_flStartThrow ) ),
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RecvPropFloat( RECVINFO( m_flReleaseThrow ) ),
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#else
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SendPropFloat( SENDINFO( m_flStartThrow ) ),
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SendPropFloat( SENDINFO( m_flReleaseThrow ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponHandGrenade )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_flStartThrow, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flReleaseThrow, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_handgrenade, CWeaponHandGrenade );
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PRECACHE_WEAPON_REGISTER( weapon_handgrenade );
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//IMPLEMENT_SERVERCLASS_ST( CWeaponHandGrenade, DT_WeaponHandGrenade )
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//END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponHandGrenade )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponHandGrenade::CWeaponHandGrenade( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHandGrenade::Precache( void )
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{
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "grenade_hand" );
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#endif
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHandGrenade::PrimaryAttack( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( ( m_flStartThrow <= 0 ) && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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m_flStartThrow = gpGlobals->curtime;
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m_flReleaseThrow = 0;
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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}
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}
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void CWeaponHandGrenade::WeaponIdle( void )
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{
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if ( m_flReleaseThrow == 0 && m_flStartThrow )
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m_flReleaseThrow = gpGlobals->curtime;
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( m_flStartThrow )
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{
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Vector vecAiming = pPlayer->GetAutoaimVector( 0 );
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QAngle angThrow;
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VectorAngles( vecAiming, angThrow );
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Vector vecUp;
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Vector vecRight;
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AngleVectors( angThrow, NULL, &vecRight, &vecUp );
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if ( angThrow.x > 180 ) // player is pitching up
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angThrow.x = -15 - ( 360 - angThrow.x ) * ( ( 90 - 10 ) / 90.0 );
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else // player is pitching down
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angThrow.x = -15 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
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float flVel = ( 90 - angThrow.x ) * 4;
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if ( flVel > 500 )
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flVel = 500;
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Vector vecFwd;
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AngleVectors( angThrow, &vecFwd );
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Vector vecSrc = pPlayer->EyePosition() + vecFwd * 16;
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Vector vecThrow = vecFwd * flVel + pPlayer->GetAbsVelocity();
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QAngle angles;
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VectorAngles( vecThrow, angles );
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#ifndef CLIENT_DLL
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CHandGrenade *pGrenade = (CHandGrenade*)Create( "grenade_hand", vecSrc, angles );
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if ( pGrenade )
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{
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// always explode 3 seconds after the pin was pulled
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float flTime = m_flStartThrow - gpGlobals->curtime + 3.0;
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if ( flTime < 0 )
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{
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flTime = 0;
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}
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pGrenade->ShootTimed( pPlayer, vecThrow, flTime );
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}
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#endif
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if ( flVel < 500 )
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{
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SendWeaponAnim( ACT_HANDGRENADE_THROW1 );
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}
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else if ( flVel < 1000 )
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{
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SendWeaponAnim( ACT_HANDGRENADE_THROW2 );
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}
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else
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{
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SendWeaponAnim( ACT_HANDGRENADE_THROW3 );
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}
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flReleaseThrow = 0;
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m_flStartThrow = 0;
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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return;
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}
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else if ( m_flReleaseThrow > 0 )
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{
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// we've finished the throw, restart.
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m_flStartThrow = 0;
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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SendWeaponAnim( ACT_VM_DRAW );
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}
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else
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{
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// RetireWeapon();
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return;
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}
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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m_flReleaseThrow = -1;
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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float flRand = random->RandomFloat( 0, 1 );
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if ( flRand <= 0.75 )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );// how long till we do this again.
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}
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else
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{
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SendWeaponAnim( ACT_VM_FIDGET );
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}
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}
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}
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bool CWeaponHandGrenade::Deploy( void )
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{
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m_flReleaseThrow = -1;
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
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}
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bool CWeaponHandGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return false;
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}
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if ( m_flStartThrow > 0 )
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{
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return false;
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}
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if ( !BaseClass::Holster( pSwitchingTo ) )
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{
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return false;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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#ifndef CLIENT_DLL
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SetThink( &CWeaponHandGrenade::DestroyItem );
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SetNextThink( gpGlobals->curtime + 0.1 );
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#endif
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}
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pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
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return true;
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}
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