mirror of
https://github.com/nillerusr/source-engine.git
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997 lines
25 KiB
C++
997 lines
25 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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//=============================================================================//
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#include "cbase.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_tripmine.h"
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#include "grenade_satchel.h"
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#include "entitylist.h"
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#include "weapon_slam.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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#define SLAM_PRIMARY_VOLUME 450
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BEGIN_DATADESC( CWeapon_SLAM )
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DEFINE_FIELD( m_tSlamState, FIELD_INTEGER ),
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DEFINE_FIELD( m_bDetonatorArmed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNeedDetonatorDraw, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNeedDetonatorHolster, FIELD_BOOLEAN ),
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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_bThrowSatchel, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bAttachSatchel, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bAttachTripmine, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flWallSwitchTime, FIELD_TIME ),
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// Function Pointers
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DEFINE_FUNCTION( SLAMThink ),
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DEFINE_FUNCTION( SlamTouch ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeapon_SLAM, DT_Weapon_SLAM)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_slam, CWeapon_SLAM );
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PRECACHE_WEAPON_REGISTER(weapon_slam);
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acttable_t CWeapon_SLAM::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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};
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IMPLEMENT_ACTTABLE(CWeapon_SLAM);
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void CWeapon_SLAM::Spawn( )
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{
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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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m_tSlamState = SLAM_TRIPMINE_READY;
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m_flWallSwitchTime = 0;
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// Give 1 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_SLAM::Precache( void )
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{
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BaseClass::Precache();
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UTIL_PrecacheOther( "npc_tripmine" );
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UTIL_PrecacheOther( "npc_satchel" );
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PrecacheScriptSound( "Weapon_SLAM.ThrowMode" );
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PrecacheScriptSound( "Weapon_SLAM.TripMineMode" );
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PrecacheScriptSound( "Weapon_SLAM.SatchelDetonate" );
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PrecacheScriptSound( "Weapon_SLAM.TripMineAttach" );
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PrecacheScriptSound( "Weapon_SLAM.SatchelThrow" );
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PrecacheScriptSound( "Weapon_SLAM.SatchelAttach" );
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}
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//------------------------------------------------------------------------------
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// Purpose : Override to use slam's pickup touch function
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeapon_SLAM::SetPickupTouch( void )
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{
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SetTouch(SlamTouch);
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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_SLAM::SlamTouch( CBaseEntity *pOther )
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{
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CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
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// Can I even pick stuff up?
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if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
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return;
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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 slam 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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CWeapon_SLAM* oldWeapon = (CWeapon_SLAM*)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_SLAM::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: SLAM 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_SLAM::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_SLAM::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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switch (m_tSlamState)
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{
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case SLAM_TRIPMINE_READY:
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if (CanAttachSLAM())
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{
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StartTripmineAttach();
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}
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break;
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case SLAM_SATCHEL_THROW:
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StartSatchelThrow();
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break;
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case SLAM_SATCHEL_ATTACH:
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StartSatchelAttach();
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Secondary attack switches between satchel charge and tripmine mode
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeapon_SLAM::SecondaryAttack( void )
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{
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return; // Nothin for now. SLAM's just a tripmine.
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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 (m_bDetonatorArmed)
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{
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StartSatchelDetonate();
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}
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else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
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{
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if (m_tSlamState == SLAM_TRIPMINE_READY)
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{
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// Play sound for going to throw mode
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EmitSound( "Weapon_SLAM.ThrowMode" );
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if (CanAttachSLAM())
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{
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SetSlamState(SLAM_SATCHEL_ATTACH);
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SendWeaponAnim( ACT_SLAM_TRIPMINE_TO_STICKWALL_ND );
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}
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else
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{
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SetSlamState(SLAM_SATCHEL_THROW);
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SendWeaponAnim( ACT_SLAM_TRIPMINE_TO_THROW_ND );
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}
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}
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else
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{
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// Play sound for going to tripmine mode
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EmitSound( "Weapon_SLAM.TripMineMode" );
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if (m_tSlamState == SLAM_SATCHEL_ATTACH)
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{
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SetSlamState(SLAM_TRIPMINE_READY);
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SendWeaponAnim( ACT_SLAM_STICKWALL_TO_TRIPMINE_ND );
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}
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else
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{
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SetSlamState(SLAM_TRIPMINE_READY);
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SendWeaponAnim( ACT_SLAM_THROW_TO_TRIPMINE_ND );
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}
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}
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m_flNextSecondaryAttack = 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 CWeapon_SLAM::SatchelDetonate()
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{
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CBaseEntity *pEntity = NULL;
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
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{
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CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
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if (pSatchel->m_bIsLive && pSatchel->GetThrower() && GetOwner() && pSatchel->GetThrower() == GetOwner())
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{
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pSatchel->Use( GetOwner(), GetOwner(), USE_ON, 0 );
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}
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}
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// Play sound for pressing the detonator
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EmitSound( "Weapon_SLAM.SatchelDetonate" );
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m_bDetonatorArmed = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if there are any undetonated charges in the world
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// that belong to this player
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeapon_SLAM::AnyUndetonatedCharges(void)
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{
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CBaseEntity *pEntity = NULL;
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
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{
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CSatchelCharge* pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
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if (pSatchel->m_bIsLive && pSatchel->GetThrower() && pSatchel->GetThrower() == GetOwner())
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{
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return true;
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}
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}
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return false;
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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_SLAM::StartSatchelDetonate()
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{
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// -----------------------------------------
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// Play detonate animation
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// -----------------------------------------
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if (m_bNeedReload)
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{
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SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE);
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}
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else if (m_tSlamState == SLAM_SATCHEL_ATTACH)
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{
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SendWeaponAnim(ACT_SLAM_STICKWALL_DETONATE);
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}
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else if (m_tSlamState == SLAM_SATCHEL_THROW)
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{
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SendWeaponAnim(ACT_SLAM_THROW_DETONATE);
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}
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else
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{
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return;
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}
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SatchelDetonate();
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = 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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void CWeapon_SLAM::TripmineAttach( 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_bAttachTripmine = false;
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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Vector vecAiming = pOwner->EyeDirection3D();
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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_tripmine", tr.endpos + tr.plane.normal * 3, angles, NULL );
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CTripmineGrenade *pMine = (CTripmineGrenade *)pEnt;
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pMine->m_hOwner = GetOwner();
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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EmitSound( "Weapon_SLAM.TripMineAttach" );
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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_SLAM::StartTripmineAttach( 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_bAttachTripmine = 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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void CWeapon_SLAM::SatchelThrow( void )
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{
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m_bThrowSatchel = false;
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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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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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// BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
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vecSrc.z += 24.0f;
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Vector vecThrow;
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GetOwner()->GetVelocity( &vecThrow, NULL );
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vecThrow += vecFacing * 500;
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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 (CanAttachSLAM())
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{
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vecThrow = vecFacing;
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vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
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}
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CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );
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pSatchel->SetThrower( GetOwner() );
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pSatchel->ApplyAbsVelocityImpulse( vecThrow );
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pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
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pSatchel->m_bIsLive = true;
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pSatchel->m_pMyWeaponSLAM = this;
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
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// Play throw sound
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EmitSound( "Weapon_SLAM.SatchelThrow" );
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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_SLAM::StartSatchelThrow( void )
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{
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// -----------------------------------------
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// Play throw animation
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// -----------------------------------------
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if (m_bDetonatorArmed)
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{
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SendWeaponAnim(ACT_SLAM_THROW_THROW);
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}
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else
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{
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SendWeaponAnim(ACT_SLAM_THROW_THROW_ND);
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if (!m_bDetonatorArmed)
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{
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m_bDetonatorArmed = true;
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m_bNeedDetonatorDraw = true;
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}
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}
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m_bNeedReload = true;
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m_bThrowSatchel = true;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = 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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void CWeapon_SLAM::SatchelAttach( 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_bAttachSatchel = 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.y -= 90;
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angles.z -= 90;
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tr.endpos.z -= 6.0f;
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EmitSound( "Weapon_SLAM.SatchelAttach" );
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CSatchelCharge *pSatchel = (CSatchelCharge*)CBaseEntity::Create( "npc_satchel", tr.endpos + tr.plane.normal * 3, angles, NULL );
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pSatchel->SetMoveType( MOVETYPE_FLY ); // no gravity
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pSatchel->m_bIsAttached = true;
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pSatchel->m_bIsLive = true;
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pSatchel->SetThrower( GetOwner() );
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pSatchel->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
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pSatchel->m_pMyWeaponSLAM = this;
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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}
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}
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}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::StartSatchelAttach( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition( );
|
|
Vector vecAiming = pOwner->BodyDirection2D( );
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
|
|
{
|
|
// Only the player fires this way so we can cast
|
|
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
|
|
|
|
// player "shoot" animation
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
// -----------------------------------------
|
|
// Play attach animation
|
|
// -----------------------------------------
|
|
if (m_bDetonatorArmed)
|
|
{
|
|
SendWeaponAnim(ACT_SLAM_STICKWALL_ATTACH);
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim(ACT_SLAM_STICKWALL_ND_ATTACH);
|
|
if (!m_bDetonatorArmed)
|
|
{
|
|
m_bDetonatorArmed = true;
|
|
m_bNeedDetonatorDraw = true;
|
|
}
|
|
}
|
|
|
|
m_bNeedReload = true;
|
|
m_bAttachSatchel = true;
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::SetSlamState( SlamState_t newState )
|
|
{
|
|
// Set set and set idle time so animation gets updated with state change
|
|
m_tSlamState = newState;
|
|
SetWeaponIdleTime( gpGlobals->curtime );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::SLAMThink( void )
|
|
{
|
|
if (m_flWallSwitchTime <= gpGlobals->curtime)
|
|
{
|
|
// If not in tripmine mode we need to check to see if we are close to
|
|
// a wall. If we are we go into satchel_attach mode
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
|
|
if ((m_tSlamState != SLAM_TRIPMINE_READY) && (pOwner && pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0))
|
|
{
|
|
if (CanAttachSLAM())
|
|
{
|
|
if (m_tSlamState == SLAM_SATCHEL_THROW)
|
|
{
|
|
SetSlamState(SLAM_SATCHEL_ATTACH);
|
|
int iAnim = m_bDetonatorArmed ? ACT_SLAM_THROW_TO_STICKWALL : ACT_SLAM_THROW_TO_STICKWALL_ND;
|
|
SendWeaponAnim( iAnim );
|
|
m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_tSlamState == SLAM_SATCHEL_ATTACH)
|
|
{
|
|
SetSlamState(SLAM_SATCHEL_THROW);
|
|
int iAnim = m_bDetonatorArmed ? ACT_SLAM_STICKWALL_TO_THROW : ACT_SLAM_STICKWALL_TO_THROW_ND;
|
|
SendWeaponAnim( iAnim );
|
|
m_flWallSwitchTime = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeapon_SLAM::CanAttachSLAM( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition( );
|
|
Vector vecAiming = pOwner->BodyDirection2D( );
|
|
|
|
trace_t tr;
|
|
|
|
Vector vecEnd = vecSrc + (vecAiming * 42);
|
|
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
// Don't attach to a living creature
|
|
if (tr.m_pEnt)
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
|
|
if (pBCC)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override so SLAM to so secondary attack when no secondary ammo
|
|
// but satchel is in the world
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::ItemPostFrame( void )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
|
{
|
|
SecondaryAttack();
|
|
}
|
|
else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
|
|
// -----------------------
|
|
// No buttons down
|
|
// -----------------------
|
|
else
|
|
{
|
|
WeaponIdle( );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Switch to next best weapon
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::WeaponSwitch( void )
|
|
{
|
|
// Note that we may pick the SLAM again, when we switch
|
|
// weapons, in which case we have to save and restore the
|
|
// detonator armed state.
|
|
// The SLAMs may be about to blow up, but haven't done so yet
|
|
// and the deploy function will find the undetonated charges
|
|
// and we are armed
|
|
bool saveState = m_bDetonatorArmed;
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
pOwner->SwitchToNextBestWeapon( pOwner->GetActiveWeapon() );
|
|
if (pOwner->GetActiveWeapon() == this)
|
|
{
|
|
m_bDetonatorArmed = saveState;
|
|
}
|
|
|
|
// If not armed and have no ammo
|
|
if (!m_bDetonatorArmed && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
|
|
{
|
|
pOwner->ClearActiveWeapon();
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CWeapon_SLAM::WeaponIdle( void )
|
|
{
|
|
// Ready to switch animations?
|
|
if ( HasWeaponIdleTimeElapsed() )
|
|
{
|
|
// Don't allow throw to attach switch unless in idle
|
|
m_flWallSwitchTime = gpGlobals->curtime + 50;
|
|
|
|
if (m_bClearReload)
|
|
{
|
|
m_bNeedReload = false;
|
|
m_bClearReload = false;
|
|
}
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int iAnim = 0;
|
|
|
|
if (m_bThrowSatchel)
|
|
{
|
|
SatchelThrow();
|
|
if (m_bDetonatorArmed && !m_bNeedDetonatorDraw)
|
|
{
|
|
iAnim = ACT_SLAM_THROW_THROW2;
|
|
}
|
|
else
|
|
{
|
|
iAnim = ACT_SLAM_THROW_THROW_ND2;
|
|
}
|
|
}
|
|
else if (m_bAttachSatchel)
|
|
{
|
|
SatchelAttach();
|
|
if (m_bDetonatorArmed && !m_bNeedDetonatorDraw)
|
|
{
|
|
iAnim = ACT_SLAM_STICKWALL_ATTACH2;
|
|
}
|
|
else
|
|
{
|
|
iAnim = ACT_SLAM_STICKWALL_ND_ATTACH2;
|
|
}
|
|
}
|
|
else if (m_bAttachTripmine)
|
|
{
|
|
TripmineAttach();
|
|
iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
|
|
}
|
|
else if (m_bNeedReload)
|
|
{
|
|
// If owner had ammo draw the correct SLAM type
|
|
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
|
|
{
|
|
switch( m_tSlamState)
|
|
{
|
|
case SLAM_TRIPMINE_READY:
|
|
{
|
|
iAnim = ACT_SLAM_TRIPMINE_DRAW;
|
|
}
|
|
break;
|
|
case SLAM_SATCHEL_ATTACH:
|
|
{
|
|
if (m_bNeedDetonatorHolster)
|
|
{
|
|
iAnim = ACT_SLAM_STICKWALL_DETONATOR_HOLSTER;
|
|
m_bNeedDetonatorHolster = false;
|
|
}
|
|
else if (m_bDetonatorArmed)
|
|
{
|
|
iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_STICKWALL_DRAW : ACT_SLAM_STICKWALL_DRAW;
|
|
m_bNeedDetonatorDraw = false;
|
|
}
|
|
else
|
|
{
|
|
iAnim = ACT_SLAM_STICKWALL_ND_DRAW;
|
|
}
|
|
}
|
|
break;
|
|
case SLAM_SATCHEL_THROW:
|
|
{
|
|
if (m_bNeedDetonatorHolster)
|
|
{
|
|
iAnim = ACT_SLAM_THROW_DETONATOR_HOLSTER;
|
|
m_bNeedDetonatorHolster = false;
|
|
}
|
|
else if (m_bDetonatorArmed)
|
|
{
|
|
iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_THROW_DRAW : ACT_SLAM_THROW_DRAW;
|
|
m_bNeedDetonatorDraw = false;
|
|
}
|
|
else
|
|
{
|
|
iAnim = ACT_SLAM_THROW_ND_DRAW;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
m_bClearReload = true;
|
|
}
|
|
// If no ammo and armed, idle with only the detonator
|
|
else if (m_bDetonatorArmed)
|
|
{
|
|
iAnim = m_bNeedDetonatorDraw ? ACT_SLAM_DETONATOR_DRAW : ACT_SLAM_DETONATOR_IDLE;
|
|
m_bNeedDetonatorDraw = false;
|
|
}
|
|
else
|
|
{
|
|
pOwner->Weapon_Drop( this );
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
|
|
{
|
|
pOwner->Weapon_Drop( this );
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
// If I don't need to reload just do the appropriate idle
|
|
else
|
|
{
|
|
switch( m_tSlamState)
|
|
{
|
|
case SLAM_TRIPMINE_READY:
|
|
{
|
|
iAnim = ACT_SLAM_TRIPMINE_IDLE;
|
|
}
|
|
break;
|
|
case SLAM_SATCHEL_THROW:
|
|
{
|
|
if (m_bNeedDetonatorHolster)
|
|
{
|
|
iAnim = ACT_SLAM_THROW_DETONATOR_HOLSTER;
|
|
m_bNeedDetonatorHolster = false;
|
|
}
|
|
else
|
|
{
|
|
iAnim = m_bDetonatorArmed ? ACT_SLAM_THROW_IDLE : ACT_SLAM_THROW_ND_IDLE;
|
|
m_flWallSwitchTime = 0;
|
|
}
|
|
}
|
|
break;
|
|
case SLAM_SATCHEL_ATTACH:
|
|
{
|
|
if (m_bNeedDetonatorHolster)
|
|
{
|
|
iAnim = ACT_SLAM_STICKWALL_DETONATOR_HOLSTER;
|
|
m_bNeedDetonatorHolster = false;
|
|
}
|
|
else
|
|
{
|
|
iAnim = m_bDetonatorArmed ? ACT_SLAM_STICKWALL_IDLE : ACT_SLAM_STICKWALL_ND_IDLE;
|
|
m_flWallSwitchTime = 0;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
}
|
|
|
|
bool CWeapon_SLAM::Deploy( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_bDetonatorArmed = AnyUndetonatedCharges();
|
|
|
|
|
|
SetThink( SLAMThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
SetModel( GetViewModel() );
|
|
|
|
// ------------------------------
|
|
// Pick the right draw animation
|
|
// ------------------------------
|
|
int iActivity;
|
|
|
|
// If detonator is already armed
|
|
m_bNeedReload = false;
|
|
if (m_bDetonatorArmed)
|
|
{
|
|
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
|
|
{
|
|
iActivity = ACT_SLAM_DETONATOR_DRAW;
|
|
m_bNeedReload = true;
|
|
}
|
|
else if (CanAttachSLAM())
|
|
{
|
|
iActivity = ACT_SLAM_DETONATOR_STICKWALL_DRAW;
|
|
}
|
|
else
|
|
{
|
|
iActivity = ACT_SLAM_DETONATOR_THROW_DRAW;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (CanAttachSLAM())
|
|
{
|
|
iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
|
|
}
|
|
else
|
|
{
|
|
iActivity = ACT_SLAM_THROW_ND_DRAW;
|
|
}
|
|
}
|
|
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CWeapon_SLAM::CWeapon_SLAM(void)
|
|
{
|
|
m_tSlamState = SLAM_SATCHEL_THROW;
|
|
m_bDetonatorArmed = false;
|
|
m_bNeedReload = true;
|
|
m_bClearReload = false;
|
|
m_bThrowSatchel = false;
|
|
m_bAttachSatchel = false;
|
|
m_bAttachTripmine = false;
|
|
m_bNeedDetonatorDraw = false;
|
|
m_bNeedDetonatorHolster = false;
|
|
}
|