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664 lines
18 KiB
C++
664 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the brickbat weapon
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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 "npcevent.h"
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#include "basehlcombatweapon.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "AI_Memory.h"
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#include "player.h"
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#include "gamerules.h" // For g_pGameRules
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#include "weapon_brickbat.h"
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#include "grenade_brickbat.h"
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#include "ammodef.h"
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#include "in_buttons.h"
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#include "game.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "baseviewmodel.h"
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#include "movevars_shared.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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extern ConVar sk_npc_dmg_brickbat;
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extern ConVar sk_plr_dmg_brickbat;
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struct BrickbatAmmo_s
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{
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const char *m_sClassName;
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int m_nAmmoType;
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int m_nMaxCarry;
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const char *m_sViewModel;
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const char *m_sWorldModel;
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};
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BrickbatAmmo_s BrickBatAmmoArray[NUM_BRICKBAT_AMMO_TYPES] =
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{
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{ "grenade_rockbb", BRICKBAT_ROCK, 5, "models/weapons/v_bb_bottle.mdl", "models/props_junk/Rock001a.mdl" },
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{ "grenade_beerbottle", BRICKBAT_BOTTLE, 3, "models/weapons/v_bb_bottle.mdl", "models/weapons/w_bb_bottle.mdl" },
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponBrickbat, DT_WeaponBrickbat)
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END_SEND_TABLE()
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//LINK_ENTITY_TO_CLASS( weapon_brickbat, CWeaponBrickbat );
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//PRECACHE_WEAPON_REGISTER(weapon_brickbat);
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acttable_t CWeaponBrickbat::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponBrickbat);
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BEGIN_DATADESC( CWeaponBrickbat )
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DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNeedThrow, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
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DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_ARRAY( m_nAmmoCount, FIELD_INTEGER, NUM_BRICKBAT_AMMO_TYPES ),
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DEFINE_KEYFIELD( m_iCurrentAmmoType, FIELD_INTEGER, "BrickbatType" ),
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// Function Pointers
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DEFINE_FUNCTION( BrickbatTouch ),
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END_DATADESC()
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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 CWeaponBrickbat::Precache( void )
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{
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for (int i=0;i<ARRAYSIZE(BrickBatAmmoArray);i++)
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{
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PrecacheModel(BrickBatAmmoArray[i].m_sWorldModel);
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PrecacheModel(BrickBatAmmoArray[i].m_sViewModel);
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}
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UTIL_PrecacheOther("grenade_molotov");
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BaseClass::Precache();
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}
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void CWeaponBrickbat::Spawn( void )
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{
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m_bNeedDraw = true;
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m_bNeedThrow = false;
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for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
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{
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m_nAmmoCount[i] = 0;
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}
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// Call base class first
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BaseClass::Spawn();
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// Deactivate the trigger bounds so we can pick it up with the physgun
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CollisionProp()->UseTriggerBounds( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CWeaponBrickbat::GetViewModel( int viewmodelindex /*=0*/ )
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{
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return BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CWeaponBrickbat::GetWorldModel( void )
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{
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return BrickBatAmmoArray[m_iCurrentAmmoType].m_sWorldModel;
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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 CWeaponBrickbat::Deploy( void )
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{
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SetModel( GetViewModel() );
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m_bNeedDraw = false;
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m_bNeedThrow = false;
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
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}
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//------------------------------------------------------------------------------
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// Purpose : Override to use brickbats pickup touch function
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeaponBrickbat::SetPickupTouch( void )
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{
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SetTouch( BrickbatTouch );
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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 CWeaponBrickbat::BrickbatTouch( 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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// Skip ammo given portion by setting clips to zero
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// and handle ammo giving here
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// ---------------------------------------------------
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BaseClass::DefaultTouch(pOther);
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//FIXME: This ammo handling code is a bit bogus, need a real solution if brickbats are going to live
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/*
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// ----------------------------------------------------
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// Give brickbat 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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CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
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// Exit if game rules say I can't have any more of this ammo type.
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if ( g_pGameRules->CanHaveAmmo( pBCC, m_iPrimaryAmmoType ) == false )
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return;
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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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CWeaponBrickbat* oldWeapon = (CWeaponBrickbat*)pBCC->Weapon_OwnsThisType( GetClassname() );
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// Remove physics object if is one
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VPhysicsDestroyObject();
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if ( ( oldWeapon != NULL ) && ( oldWeapon != this ) )
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{
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// Only pick up if not at max ammo amount
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if (oldWeapon->m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
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{
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oldWeapon->m_nAmmoCount[m_iCurrentAmmoType]++;
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pBCC->GiveAmmo( 1, oldWeapon->m_iPrimaryAmmoType );
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UTIL_Remove( this );
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}
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}
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else
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{
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// Only pick up if not at max ammo amount
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if (m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
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{
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m_nAmmoCount[m_iCurrentAmmoType]++;
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pBCC->GiveAmmo( 1, m_iPrimaryAmmoType );
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SetThink (NULL);
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}
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}
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// -----------------------------------------------------
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// Switch to this weapon if the only weapon I own
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// -----------------------------------------------------
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if (!pBCC->GetActiveWeapon() && pBCC->GetActiveWeapon() != this)
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{
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pBCC->Weapon_Switch(oldWeapon);
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}
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets event from anim stream and throws the object
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_THROW:
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{
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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if (!pNPC)
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{
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return;
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}
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Vector vec_target = pNPC->GetEnemyLKP();
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// -----------------------------------------------------
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// Get position of throw
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// -----------------------------------------------------
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// If owner has a hand, set position to the hand bone position
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Vector launchPos;
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int iBIndex = pNPC->LookupBone("Bip01 R Hand");
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if (iBIndex != -1) {
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Vector origin;
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QAngle angles;
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pNPC->GetBonePosition( iBIndex, launchPos, angles);
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}
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// Otherwise just set to in front of the owner
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else {
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Vector vFacingDir = pNPC->BodyDirection2D( );
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vFacingDir = vFacingDir * 60.0;
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launchPos = pNPC->GetLocalOrigin()+vFacingDir;
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}
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ThrowBrickbat( launchPos, m_vecTossVelocity, sk_npc_dmg_brickbat.GetFloat());
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// Drop the weapon and remove as no more ammo
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pNPC->Weapon_Drop( this );
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UTIL_Remove( this );
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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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 CWeaponBrickbat::ObjectInWay( 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 * 32);
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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 block on 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: Override to allow throw w/o LOS
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponBrickbat::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
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{
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// <<TODO>> should test if can throw from present location here...
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override to check throw
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CWeaponBrickbat::WeaponRangeAttack1Condition( float flDot, float flDist )
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{
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// If things haven't changed too much since last time
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// just return that previously calculated value
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if (gpGlobals->curtime < m_fNextThrowCheck )
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{
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return m_iThrowBits;
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}
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if ( flDist < m_fMinRange1)
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{
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m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
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}
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else if (flDist > m_fMaxRange1)
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{
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m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.5)
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{
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m_iThrowBits = COND_NOT_FACING_ATTACK;
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}
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// If moving, can't throw.
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else if ( m_flGroundSpeed != 0 )
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{
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m_iThrowBits = COND_NONE;
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}
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else
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{
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// Ok we should check again as some time has passed
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// This function is only used by NPC's so we can cast to a Base Monster
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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CBaseEntity *pEnemy = pNPC->GetEnemy();
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if (!pEnemy)
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{
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return COND_NONE;
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}
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// Get Enemy Position
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Vector vecTarget;
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pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
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// Get Toss Vector
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Vector throwStart = pNPC->Weapon_ShootPosition();
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Vector vecToss;
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CBaseEntity* pBlocker = NULL;
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float throwDist = (throwStart - vecTarget).Length();
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float fGravity = GetCurrentGravity();
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float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
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// If I can make the throw (or most of the throw)
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if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
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{
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m_vecTossVelocity = vecToss;
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m_iThrowBits = COND_CAN_RANGE_ATTACK1;
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}
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else
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{
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m_iThrowBits = COND_NONE;
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}
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}
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// don't check again for a while.
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m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
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return m_iThrowBits;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage)
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{
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CGrenade_Brickbat *pBrickbat = (CGrenade_Brickbat*)Create( BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName, vecSrc, vec3_angle, GetOwner() );
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if (!pBrickbat)
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{
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Msg("Brickbat type (%s) not defined!\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
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return;
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}
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AngularImpulse vecAngVel;
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// Tumble through the air
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vecAngVel.x = random->RandomFloat ( -100, -500 );
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vecAngVel.z = random->RandomFloat ( -100, -500 );
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vecAngVel.y = random->RandomFloat ( -100, -500 );
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// If physically simulated
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IPhysicsObject *pPhysicsObject = pBrickbat->VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->AddVelocity( &vecVelocity, &vecAngVel );
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}
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// Otherwise
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else
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{
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pBrickbat->SetAbsVelocity( vecVelocity );
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QAngle angVel;
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AngularImpulseToQAngle( vecAngVel, angVel );
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pBrickbat->SetLocalAngularVelocity( angVel );
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}
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pBrickbat->SetThrower( GetOwner() );
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pBrickbat->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
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pBrickbat->SetDamage(damage);
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m_nAmmoCount[m_iCurrentAmmoType]--;
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m_bNeedThrow = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::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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SendWeaponAnim(ACT_VM_PULLBACK);
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// Don't fire again until fire animation has completed
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float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
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pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
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m_bNeedThrow = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::Throw( 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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Vector vecSrc = pPlayer->WorldSpaceCenter();
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Vector vecFacing = pPlayer->BodyDirection3D( );
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vecSrc = vecSrc + vecFacing * 18.0;
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vecSrc.z += 24.0f;
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// Player may have turned to face a wall during the throw anim in which case
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// we don't want to throw the SLAM into the wall
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if (ObjectInWay())
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{
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vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
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}
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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vecAiming.z += 0.20; // Raise up so passes through reticle
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ThrowBrickbat(vecSrc, vecAiming*800, sk_plr_dmg_brickbat.GetFloat());
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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SendWeaponAnim(ACT_VM_THROW);
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// Don't fire again until fire animation has completed
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float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
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pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
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m_bNeedThrow = false;
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m_bNeedDraw = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::SecondaryAttack( void )
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{
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int counter = 0;
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while (counter < NUM_BRICKBAT_AMMO_TYPES)
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{
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m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
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// If I've found a category with ammo stop looking
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if (m_nAmmoCount[m_iCurrentAmmoType] > 0)
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{
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DrawAmmo();
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return;
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}
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counter++;
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}
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// I'm out of all ammo types
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::DrawAmmo( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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// -------------------------------------------
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// Make sure I have ammo of the current type
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// -------------------------------------------
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int counter = 0;
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while (m_nAmmoCount[m_iCurrentAmmoType] <=0)
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{
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m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
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counter++;
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// ----------------------------------------------------
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// No ammo of any types so drop the weapon and destroy
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// ----------------------------------------------------
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if (counter >= NUM_BRICKBAT_AMMO_TYPES)
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{
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pOwner->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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return;
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}
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}
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SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel);
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CBaseViewModel *vm = pOwner->GetViewModel();
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if ( vm )
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{
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vm->SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel );
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}
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//Msg("Drawing %s...\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
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m_bNeedDraw = false;
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SendWeaponAnim(ACT_VM_DRAW);
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// Don't fire again until fire animation has completed
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float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
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pOwner->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so shotgun can do mulitple reloads in a row
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponBrickbat::ItemPostFrame( void )
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{
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/* HANDY FOR DEBUG
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for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
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{
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Msg("%i %s",m_nAmmoCount[i],BrickBatAmmoArray[i].m_sClassName);
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if (i==m_iCurrentAmmoType)
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{
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Msg("**");
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}
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Msg("\n");
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}
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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 (m_bNeedThrow)
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{
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Throw();
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}
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else 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 ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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// Uses secondary ammo only
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType))
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{
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PrimaryAttack();
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}
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}
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else if (m_bNeedDraw)
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{
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DrawAmmo();
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}
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else
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{
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SendWeaponAnim( ACT_VM_IDLE );
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//pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
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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 CWeaponBrickbat::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
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{
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if ( info.GetDamageType() & DMG_BULLET)
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{
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if ( BrickBatAmmoArray[m_iCurrentAmmoType].m_nAmmoType == BRICKBAT_ROCK )
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{
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g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
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}
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}
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BaseClass::TraceAttack( info, vecDir, ptr );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponBrickbat::CWeaponBrickbat( void )
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{
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#ifdef _DEBUG
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m_vecTossVelocity.Init();
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#endif
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m_fMinRange1 = 200;
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m_fMaxRange1 = 1000;
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}
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