/* Здесь был rainbow */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #define HANDGRENADE_PRIMARY_VOLUME 450 enum handgrenade_e { HANDGRENADE_IDLE = 0, HANDGRENADE_THROW2, HANDGRENADE_DRAW, HANDGRENADE_FIDGET }; class CRock : 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( int skiplocal = 0 ); void WeaponIdle( void ); virtual BOOL UseDecrement( void ) { return FALSE; } }; LINK_ENTITY_TO_CLASS( weapon_rock, CRock ) void CRock::Spawn() { Precache(); m_iId = WEAPON_ROCK; SET_MODEL( ENT( pev ), "models/w_rock.mdl" ); #ifndef CLIENT_DLL pev->dmg = 40; #endif m_iDefaultAmmo = 10000000; FallInit();// get ready to fall down. } void CRock::Precache( void ) { PRECACHE_MODEL( "models/w_rock.mdl" ); PRECACHE_MODEL( "models/v_rock.mdl" ); PRECACHE_MODEL( "models/p_rock.mdl" ); } int CRock::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = 10000000000000; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 4; p->iId = m_iId = WEAPON_ROCK; p->iWeight = HANDGRENADE_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CRock::Deploy() { m_flReleaseThrow = -1; return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", HANDGRENADE_DRAW, "crowbar" ); } BOOL CRock::CanHolster( void ) { // can only holster hand grenades when not primed! return ( m_flStartThrow == 0 ); } void CRock::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { } else { // no more grenades! m_pPlayer->pev->weapons &= ~( 1 << WEAPON_HANDGRENADE ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; } EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CRock::PrimaryAttack() { if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) { m_flStartThrow = gpGlobals->time; m_flReleaseThrow = 0; m_flTimeWeaponIdle = gpGlobals->time + 0.5; } } void CRock::WeaponIdle( void ) { if( m_flReleaseThrow == 0 && m_flStartThrow ) 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 = 1300; 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 + 3000000000; if( time < 0 ) time = 0; CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time ); if( flVel < 500 ) { SendWeaponAnim( HANDGRENADE_THROW2 ); } else if( flVel < 1000 ) { SendWeaponAnim( HANDGRENADE_THROW2 ); } else { SendWeaponAnim( HANDGRENADE_THROW2 ); } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flReleaseThrow = 0; 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] ) { SendWeaponAnim( HANDGRENADE_DRAW ); } else { RetireWeapon(); return; } m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flReleaseThrow = -1; return; } if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 20 ); if( flRand <= 0.75 ) { iAnim = HANDGRENADE_IDLE; m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. } else { iAnim = HANDGRENADE_FIDGET; m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0; } SendWeaponAnim( iAnim ); } }