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435 lines
10 KiB
C++
435 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "util.h"
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#include "basehlcombatweapon.h"
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#include "player.h"
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#include "gamerules.h"
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#include "grenade_tripwire.h"
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#include "grenade_satchel.h"
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#include "entitylist.h"
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#include "weapon_tripwire.h"
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#include "npcevent.h"
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#include "in_buttons.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC( CWeapon_Tripwire )
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DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_FUNCTION( TripwireTouch ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire );
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// BUGBUG: Enable this when the script & resources are checked in.
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//PRECACHE_WEAPON_REGISTER(weapon_tripwire);
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acttable_t CWeapon_Tripwire::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true },
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};
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IMPLEMENT_ACTTABLE(CWeapon_Tripwire);
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void CWeapon_Tripwire::Spawn( )
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{
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UTIL_Remove(this);
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return;
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BaseClass::Spawn();
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Precache( );
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UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));
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FallInit();// get ready to fall down
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SetThink( NULL );
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// Give one piece of default ammo when first picked up
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m_iClip2 = 1;
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}
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void CWeapon_Tripwire::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Weapon_Tripwire.Attach" );
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UTIL_PrecacheOther( "npc_tripwire" );
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}
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//------------------------------------------------------------------------------
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// Purpose : Override to use tripwire's pickup touch function
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeapon_Tripwire::SetPickupTouch( void )
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{
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SetTouch(TripwireTouch);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so give correct ammo
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// Input : pOther - the entity that touched me
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther )
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{
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// ---------------------------------------------------
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// First give weapon to touching entity if allowed
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// ---------------------------------------------------
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BaseClass::DefaultTouch(pOther);
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// ----------------------------------------------------
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// Give ammo if touching client
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// ----------------------------------------------------
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if (pOther->GetFlags() & FL_CLIENT)
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{
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// ------------------------------------------------
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// If already owned weapon of this type remove me
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// ------------------------------------------------
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CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
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CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() );
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if (oldWeapon != this)
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{
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UTIL_Remove( this );
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}
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else
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{
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pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
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SetThink(NULL);
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}
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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SetThink(NULL);
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tripwire has no reload, but must call weapon idle to update state
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeapon_Tripwire::Reload( void )
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{
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WeaponIdle( );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::PrimaryAttack( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return;
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}
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
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{
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return;
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}
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if (CanAttachTripwire())
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{
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StartTripwireAttach();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Secondary attack does nothing
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::SecondaryAttack( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::TripwireAttach( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return;
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}
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m_bAttachTripwire = false;
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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Vector vecAiming = pOwner->BodyDirection2D( );
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
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if (tr.fraction < 1.0)
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
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{
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QAngle angles;
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VectorAngles(tr.plane.normal, angles);
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angles.x += 90;
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CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
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CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
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pMine->SetThrower( GetOwner() );
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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EmitSound( "Weapon_Tripwire.Attach" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::StartTripwireAttach( void )
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{
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// Only the player fires this way so we can cast
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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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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->BodyDirection3D( );
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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if (tr.fraction < 1.0)
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{
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// ALERT( at_console, "hit %f\n", tr.flFraction );
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CBaseEntity *pEntity = tr.m_pEnt;
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if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
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{
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// -----------------------------------------
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// Play attach animation
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// -----------------------------------------
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SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);
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m_bNeedReload = true;
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m_bAttachTripwire = true;
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}
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else
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{
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// ALERT( at_console, "no deploy\n" );
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}
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeapon_Tripwire::CanAttachTripwire( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return false;
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}
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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Vector vecAiming = pOwner->BodyDirection2D( );
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trace_t tr;
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Vector vecEnd = vecSrc + (vecAiming * 42);
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
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if (tr.fraction < 1.0)
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{
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// Don't attach to a living creature
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if (tr.m_pEnt)
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
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if (pBCC)
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if (!pOwner)
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{
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return;
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}
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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SecondaryAttack();
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}
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else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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PrimaryAttack();
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}
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// -----------------------
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// No buttons down
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// -----------------------
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else
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{
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WeaponIdle( );
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return;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_Tripwire::WeaponIdle( void )
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{
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// Ready to switch animations?
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if ( HasWeaponIdleTimeElapsed() )
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{
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if (m_bClearReload)
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{
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m_bNeedReload = false;
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m_bClearReload = false;
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}
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return;
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}
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int iAnim = 0;
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if (m_bAttachTripwire)
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{
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TripwireAttach();
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iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
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}
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else if (m_bNeedReload)
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{
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// If owner had ammo draw the correct tripwire type
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
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{
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iAnim = ACT_SLAM_TRIPMINE_DRAW;
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m_bClearReload = true;
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}
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else
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{
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pOwner->Weapon_Drop( this );
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UTIL_Remove(this);
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}
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}
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else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
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{
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pOwner->Weapon_Drop( this );
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UTIL_Remove(this);
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}
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// If I don't need to reload just do the appropriate idle
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else
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{
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iAnim = ACT_SLAM_TRIPMINE_IDLE;
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}
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SendWeaponAnim( iAnim );
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}
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}
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bool CWeapon_Tripwire::Deploy( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return false;
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}
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SetModel( GetViewModel() );
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// ------------------------------
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// Pick the right draw animation
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// ------------------------------
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int iActivity;
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// If detonator is already armed
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m_bNeedReload = false;
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iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CWeapon_Tripwire::CWeapon_Tripwire(void)
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{
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m_bNeedReload = true;
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m_bClearReload = false;
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m_bAttachTripwire = false;
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}
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