mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
233 lines
5.4 KiB
C++
233 lines
5.4 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 "fx_dod_shared.h"
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#include "weapon_riflegrenade.h"
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#ifdef CLIENT_DLL
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#include "prediction.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
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BEGIN_NETWORK_TABLE( CWeaponBaseRifleGrenade, DT_WeaponBaseRifleGrenade )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponBaseRifleGrenade )
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END_PREDICTION_DATA()
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CWeaponBaseRifleGrenade::CWeaponBaseRifleGrenade()
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{
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}
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void CWeaponBaseRifleGrenade::Spawn()
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{
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BaseClass::Spawn();
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}
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void CWeaponBaseRifleGrenade::PrimaryAttack( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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Assert( pPlayer );
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// Out of ammo?
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if ( m_iClip1 <= 0 )
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{
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if (m_bFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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}
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return;
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}
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if( pPlayer->GetWaterLevel() > 2 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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return;
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}
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// decrement before calling PlayPrimaryAttackAnim, so we can play the empty anim if necessary
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m_iClip1--;
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifdef CLIENT_DLL
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if( pPlayer && !pPlayer->IsDormant() )
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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#else
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if( pPlayer )
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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#endif
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#ifndef CLIENT_DLL
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ShootGrenade();
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#endif
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WeaponSound( SINGLE );
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DoFireEffects();
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#ifdef CLIENT_DLL
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CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
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if ( prediction->IsFirstTimePredicted() )
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p->DoRecoil( GetWeaponID(), GetRecoil() );
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#endif
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireDelay();
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m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
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#ifndef CLIENT_DLL
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IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
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if ( event )
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{
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event->SetInt( "attacker", pPlayer->GetUserID() );
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event->SetInt( "weapon", GetStatsWeaponID() );
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gameeventmanager->FireEvent( event );
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}
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#endif //CLIENT_DLL
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}
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Activity CWeaponBaseRifleGrenade::GetDrawActivity( void )
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{
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return ( (m_iClip1 <= 0 ) ? ACT_VM_DRAW_EMPTY : ACT_VM_DRAW );
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}
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Activity CWeaponBaseRifleGrenade::GetIdleActivity( void )
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{
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return ( (m_iClip1 <= 0 ) ? ACT_VM_IDLE_EMPTY : ACT_VM_IDLE );
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}
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bool CWeaponBaseRifleGrenade::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifndef CLIENT_DLL
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// If they attempt to switch weapons before the throw animation is done,
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// allow it, but kill the weapon if we have to.
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if( pPlayer && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0 )
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{
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pPlayer->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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return true;
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}
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#endif
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return BaseClass::Holster( pSwitchingTo );
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}
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// weapon idle to destroy weapon if empty
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void CWeaponBaseRifleGrenade::WeaponIdle( void )
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{
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && m_iClip1 <= 0)
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{
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pPlayer->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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#endif
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BaseClass::WeaponIdle();
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}
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#define DOD_RIFLEGRENADE_SPEED 2000
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extern ConVar dod_grenadegravity;
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#ifndef CLIENT_DLL
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void CWeaponBaseRifleGrenade::ShootGrenade( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetOwner() );
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if ( !pPlayer )
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{
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Assert( false );
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return;
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}
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QAngle angThrow = pPlayer->LocalEyeAngles();
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Vector vForward, vRight, vUp;
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AngleVectors( angThrow, &vForward, &vRight, &vUp );
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Vector eyes = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
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Vector vecSrc = eyes;
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Vector vecThrow = vForward * DOD_RIFLEGRENADE_SPEED;
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// raise origin enough so that you can't shoot it straight down through the world
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if ( pPlayer->m_Shared.IsProne() )
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{
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vecSrc.z += 16;
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}
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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QAngle angles;
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VectorAngles( -vecThrow, angles );
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// estimate angular velocity based on initial conditions
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// uses a constant ang velocity instead of the derivative of the flight path, oh well.
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AngularImpulse angImpulse;
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angImpulse.Init();
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if ( vecThrow.z > 0 )
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angImpulse.y = -angles.x / ( sqrt( (-2 * vecThrow.z) / dod_grenadegravity.GetFloat() ));
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else
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angImpulse.y = -10;
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EmitGrenade( vecSrc, angles, vecThrow, angImpulse, pPlayer, RIFLEGRENADE_FUSE_LENGTH );
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}
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void CWeaponBaseRifleGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime )
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{
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Assert( !"Deriving classes should define this" );
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}
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#endif
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bool CWeaponBaseRifleGrenade::CanDeploy( void )
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{
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// does the player own the weapon that fires this grenade?
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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CBaseCombatWeapon *pOwnedWeapon = pPlayer->Weapon_OwnsThisType( GetCompanionWeaponName() );
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if ( pOwnedWeapon == NULL )
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return false;
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return BaseClass::CanDeploy();
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}
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const char *CWeaponBaseRifleGrenade::GetCompanionWeaponName( void )
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{
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Assert( !"Should not call this version. Inheriting classes must implement." );
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return "";
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}
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float CWeaponBaseRifleGrenade::GetRecoil( void )
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{
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CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
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if( p && p->m_Shared.IsInMGDeploy() )
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{
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return 0.0f;
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}
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return 10;
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} |