|
|
|
/*
|
|
|
|
Copyright (c) 1999, Cold Ice Modification.
|
|
|
|
|
|
|
|
This code has been written by SlimShady ( darcuri@optonline.net )
|
|
|
|
|
|
|
|
Use, distribution, and modification of this source code and/or resulting
|
|
|
|
object code is restricted to non-commercial enhancements to products from
|
|
|
|
Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
without written permission from Valve LLC and from the Cold Ice team.
|
|
|
|
|
|
|
|
Please if you use this code in any public form, please give us credit.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "monsters.h"
|
|
|
|
#include "weapons.h"
|
|
|
|
#include "nodes.h"
|
|
|
|
#include "player.h"
|
|
|
|
|
|
|
|
|
|
|
|
#define CLUSTERGRENADE_PRIMARY_VOLUME 450
|
|
|
|
|
|
|
|
enum cluster_e {
|
|
|
|
/*
|
|
|
|
HANDGRENADE_IDLE = 0,
|
|
|
|
HANDGRENADE_FIDGET,
|
|
|
|
HANDGRENADE_PINPULL,
|
|
|
|
HANDGRENADE_THROW1,
|
|
|
|
HANDGRENADE_THROW2,
|
|
|
|
HANDGRENADE_THROW3,
|
|
|
|
HANDGRENADE_HOLSTER,
|
|
|
|
HANDGRENADE_DRAW
|
|
|
|
*/
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class CClusterGrenade : public CBasePlayerWeapon
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
int iItemSlot( void ) { return 5; }
|
|
|
|
int GetItemInfo(ItemInfo *p);
|
|
|
|
|
|
|
|
void PrimaryAttack( void );
|
|
|
|
BOOL Deploy( void );
|
|
|
|
BOOL CanHolster( void );
|
|
|
|
void Holster( void );
|
|
|
|
void WeaponIdle( void );
|
|
|
|
float m_flStartThrow;
|
|
|
|
float m_flReleaseThrow;
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_clustergrenade, CClusterGrenade );
|
|
|
|
|
|
|
|
void CClusterGrenade::Spawn( )
|
|
|
|
{
|
|
|
|
pev->classname = MAKE_STRING( "weapon_clustergrenade" );
|
|
|
|
|
|
|
|
Precache( );
|
|
|
|
m_iId = WEAPON_CLUSTERGRENADE;
|
|
|
|
SET_MODEL(ENT(pev), "models/clustergrenade.mdl");
|
|
|
|
|
|
|
|
pev->dmg = gSkillData.plrDmgClusterGrenade;
|
|
|
|
|
|
|
|
m_iDefaultAmmo = CLUSTERGRENADE_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CClusterGrenade::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/w_grenade.mdl");
|
|
|
|
PRECACHE_MODEL("models/vmodels/v_chumtoad.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_grenade.mdl");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/pinpull.wav");
|
|
|
|
}
|
|
|
|
|
|
|
|
int CClusterGrenade::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
p->pszAmmo1 = "Cluster Grenade";
|
|
|
|
p->iMaxAmmo1 = CLUSTERGRENADE_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 4;
|
|
|
|
p->iPosition = 0;
|
|
|
|
p->iId = m_iId = WEAPON_CLUSTERGRENADE;
|
|
|
|
p->iWeight = CLUSTERGRENADE_WEIGHT;
|
|
|
|
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CClusterGrenade::Deploy( )
|
|
|
|
{
|
|
|
|
m_flReleaseThrow = -1;
|
|
|
|
return DefaultDeploy( "models/vmodels/v_chumtoad.mdl", "models/p_grenade.mdl", NULL, "crowbar" );
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CClusterGrenade::CanHolster( void )
|
|
|
|
{
|
|
|
|
return ( m_flStartThrow == 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CClusterGrenade::Holster( )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
|
|
|
|
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pinpull.wav", 1.0, ATTN_NORM);
|
|
|
|
//SendWeaponAnim( HANDGRENADE_HOLSTER );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE);
|
|
|
|
SetThink( &CClusterGrenade::DestroyItem );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void CClusterGrenade::PrimaryAttack()
|
|
|
|
{
|
|
|
|
if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
|
|
|
|
{
|
|
|
|
m_flStartThrow = gpGlobals->time;
|
|
|
|
m_flReleaseThrow = 0;
|
|
|
|
|
|
|
|
//SendWeaponAnim( HANDGRENADE_PINPULL );
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CClusterGrenade::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
if (m_flReleaseThrow == 0)
|
|
|
|
m_flReleaseThrow = gpGlobals->time;
|
|
|
|
|
|
|
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (m_flStartThrow)
|
|
|
|
{
|
|
|
|
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
|
|
|
|
|
|
|
if (angThrow.x < 0)
|
|
|
|
angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
|
|
|
|
else
|
|
|
|
angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
|
|
|
|
|
|
|
|
float flVel = (90 - angThrow.x) * 4;
|
|
|
|
if (flVel > 500)
|
|
|
|
flVel = 500;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( angThrow );
|
|
|
|
|
|
|
|
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
|
|
|
|
|
|
|
|
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
|
|
|
|
|
|
|
// alway explode 3 seconds after the pin was pulled
|
|
|
|
float time = m_flStartThrow - gpGlobals->time + 3.0;
|
|
|
|
if (time < 0)
|
|
|
|
time = 0;
|
|
|
|
|
|
|
|
CGrenade::ShootClusterGrenade( m_pPlayer->pev, vecSrc, vecThrow, time );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flStartThrow = 0;
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
|
|
|
|
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
|
|
{
|
|
|
|
// just threw last grenade
|
|
|
|
// set attack times in the future, and weapon idle in the future so we can see the whole throw
|
|
|
|
// animation, weapon idle will automatically retire the weapon for us.
|
|
|
|
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (m_flReleaseThrow > 0)
|
|
|
|
{
|
|
|
|
// we've finished the throw, restart.
|
|
|
|
m_flStartThrow = 0;
|
|
|
|
|
|
|
|
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
|
|
{
|
|
|
|
RetireWeapon();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
|
|
|
m_flReleaseThrow = -1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
|
|
{
|
|
|
|
//int iAnim;
|
|
|
|
float flRand = RANDOM_FLOAT(0, 1);
|
|
|
|
if (flRand <= 0.75)
|
|
|
|
{
|
|
|
|
//iAnim = HANDGRENADE_IDLE;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//iAnim = HANDGRENADE_FIDGET;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
}
|