/****************************************** * * * 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<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 ); } }