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/*
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Copyright (c) 1999, Cold Ice Modification.
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This code has been written by SlimShady ( darcuri@optonline.net )
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Use, distribution, and modification of this source code and/or resulting
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object code is restricted to non-commercial enhancements to products from
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Valve LLC. All other use, distribution, or modification is prohibited
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without written permission from Valve LLC and from the Cold Ice team.
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Please if you use this code in any public form, please give us credit.
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#define CLUSTERGRENADE_PRIMARY_VOLUME 450
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enum cluster_e {
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/*
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HANDGRENADE_IDLE = 0,
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HANDGRENADE_FIDGET,
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HANDGRENADE_PINPULL,
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HANDGRENADE_THROW1,
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HANDGRENADE_THROW2,
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HANDGRENADE_THROW3,
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HANDGRENADE_HOLSTER,
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HANDGRENADE_DRAW
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*/
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};
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class CClusterGrenade : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( void );
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void WeaponIdle( void );
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float m_flStartThrow;
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float m_flReleaseThrow;
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};
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LINK_ENTITY_TO_CLASS( weapon_clustergrenade, CClusterGrenade );
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void CClusterGrenade::Spawn( )
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{
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pev->classname = MAKE_STRING( "weapon_clustergrenade" );
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Precache( );
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m_iId = WEAPON_CLUSTERGRENADE;
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SET_MODEL(ENT(pev), "models/clustergrenade.mdl");
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pev->dmg = gSkillData.plrDmgClusterGrenade;
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m_iDefaultAmmo = CLUSTERGRENADE_DEFAULT_GIVE;
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FallInit();
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}
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void CClusterGrenade::Precache( void )
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{
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PRECACHE_MODEL("models/w_grenade.mdl");
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PRECACHE_MODEL("models/vmodels/v_chumtoad.mdl");
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PRECACHE_MODEL("models/p_grenade.mdl");
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PRECACHE_SOUND("weapons/pinpull.wav");
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}
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int CClusterGrenade::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Cluster Grenade";
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p->iMaxAmmo1 = CLUSTERGRENADE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 7;
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p->iPosition = 0;
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p->iId = m_iId = WEAPON_CLUSTERGRENADE;
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p->iWeight = CLUSTERGRENADE_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CClusterGrenade::Deploy( )
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{
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m_flReleaseThrow = -1;
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return DefaultDeploy( "models/vmodels/v_chumtoad.mdl", "models/p_grenade.mdl", NULL, "crowbar" );
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}
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BOOL CClusterGrenade::CanHolster( void )
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{
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return ( m_flStartThrow == 0 );
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}
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void CClusterGrenade::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pinpull.wav", 1.0, ATTN_NORM);
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//SendWeaponAnim( HANDGRENADE_HOLSTER );
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}
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else
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{
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_CLUSTERGRENADE);
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SetThink( &CClusterGrenade::DestroyItem );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CClusterGrenade::PrimaryAttack()
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{
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if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
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{
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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//SendWeaponAnim( HANDGRENADE_PINPULL );
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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}
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}
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void CClusterGrenade::WeaponIdle( void )
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{
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if (m_flReleaseThrow == 0)
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m_flReleaseThrow = gpGlobals->time;
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_flStartThrow)
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{
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if (angThrow.x < 0)
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angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
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else
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
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float flVel = (90 - angThrow.x) * 4;
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if (flVel > 500)
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flVel = 500;
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UTIL_MakeVectors( angThrow );
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
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// alway explode 3 seconds after the pin was pulled
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float time = m_flStartThrow - gpGlobals->time + 3.0;
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if (time < 0)
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time = 0;
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CGrenade::ShootClusterGrenade( m_pPlayer->pev, vecSrc, vecThrow, time );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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// just threw last grenade
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// set attack times in the future, and weapon idle in the future so we can see the whole throw
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// animation, weapon idle will automatically retire the weapon for us.
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
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}
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return;
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}
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else if (m_flReleaseThrow > 0)
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{
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// we've finished the throw, restart.
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m_flStartThrow = 0;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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RetireWeapon();
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return;
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}
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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m_flReleaseThrow = -1;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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//int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.75)
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{
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//iAnim = HANDGRENADE_IDLE;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
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}
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else
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{
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//iAnim = HANDGRENADE_FIDGET;
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m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
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}
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//SendWeaponAnim( iAnim );
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}
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}
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