Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/******************************************
* *
* Fichier fgrenade, par Julien *
* *
* code de la grenade
* *
******************************************/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"
int iFgTrail;
enum fgrenade_e
{
FGRENADE_IDLE = 0,
FGRENADE_FIDGET,
FGRENADE_PINPULL,
FGRENADE_THROW1, // toss
FGRENADE_THROW2, // medium
FGRENADE_THROW3, // hard
FGRENADE_HOLSTER,
FGRENADE_DEPLOY
};
class CFGrenade : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
void PrimaryAttack( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
BOOL Deploy( void );
int GetItemInfo(ItemInfo *p);
int iItemSlot( void ) { return 5; } //position de l'arme dans le hud
float m_flThrowFg;
int AddToPlayer( CBasePlayer *pPlayer );
};
LINK_ENTITY_TO_CLASS( weapon_fgrenade , CFGrenade );
//============================================
//
//============================================
void CFGrenade::Spawn( )
{
pev->classname = MAKE_STRING("weapon_fgrenade");
Precache();
SET_MODEL(ENT(pev), "models/w_fgrenade.mdl");
m_iId = WEAPON_FGRENADE;
m_iDefaultAmmo = FGRENADE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CFGrenade::Precache( void )
{
PRECACHE_MODEL("models/v_fg.mdl");
PRECACHE_MODEL("models/w_fgrenade.mdl");
PRECACHE_MODEL("models/p_9mmAR.mdl");
PRECACHE_MODEL("models/w_frag.mdl");
iFgTrail = PRECACHE_MODEL("sprites/laserbeam.spr");
}
int CFGrenade::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Fragmentation grenades";
p->iMaxAmmo1 = FGRENADE_MAX_CARRY;
p->iMaxClip = FGRENADE_MAX_CLIP;
p->iSlot = 4;
p->iPosition = 1;
p->iId = m_iId = WEAPON_FGRENADE;
p->iWeight = FGRENADE_WEIGHT;
p->iFlags = 0;
return 1;
}
int CFGrenade::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_pPlayer->TextAmmo( TA_FRAG );
return TRUE;
}
return FALSE;
}
BOOL CFGrenade :: Deploy( )
{
return DefaultDeploy( "models/v_fg.mdl", "models/p_9mmAR.mdl", FGRENADE_DEPLOY, "crowbar" );
}
BOOL CFGrenade :: CanHolster( void )
{
// can only holster hand grenades when not primed!
return ( m_flThrowFg != 1 );
}
void CFGrenade::Holster( int skiplocal )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( FGRENADE_HOLSTER );
}
else
{
// no more grenades!
m_pPlayer->pev->weapons &= ~(1<<WEAPON_HANDGRENADE);
/*SetThink( &CFGrenade::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;*/
DestroyItem();
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
void CFGrenade::PrimaryAttack()
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 )
return;
m_flThrowFg = 1;
SendWeaponAnim( FGRENADE_PINPULL );
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
m_flNextPrimaryAttack = gpGlobals->time + 0xFF;
}
void CFGrenade::WeaponIdle( void )
{
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_flThrowFg == 1)
{
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) * 6;
if (flVel > 1000)
flVel = 1000;
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 = 3.0;
if (time < 0)
time = 0;
CGrenade::ShootFrag( m_pPlayer->pev, vecSrc, vecThrow, 1 );
SendWeaponAnim( FGRENADE_THROW1 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flThrowFg = 2;
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_flThrowFg == 2)
{
// we've finished the throw, restart.
m_flThrowFg = 0;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( FGRENADE_DEPLOY );
}
else
{
RetireWeapon();
return;
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
iAnim = FGRENADE_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + 21 / 5.0;// how long till we do this again.
}
else
{
iAnim = FGRENADE_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 7 / 6.0;
}
SendWeaponAnim( iAnim );
}
}